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* 
TERMINAL 
REALITY 


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/ 

) ae a E \ МЛ РД Л Б Б cau, ДЖ га, : 
PRIMA S OFFICIAL STRATEGY GUIDE 

| 

| 
©2002 Terminal Reality. Developed by Terminal Reality. 
Licensed to and published by Majesco Sales, Inc. 
©2002 Majesco Sales, Inc. All Rights Reserved. | 
All products and characters mentioned in this book are trademarks of their respective companies. | 
Please be advised that the ESRB rating icons, “ЕС”, “K-A”, "E", “Т”, “М”, “АО” and "RP" are copyrighted works and certification marks 
owned by the Interactive Digital Software Association and the Entertainment Software Rating Board and may only be used with their 
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Important: 


Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes 
no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the 
publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The 
publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions 
should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks 
require precise timing and may require repeated attempts before the desired result is achieved. 

ISBN: 0-7615-4047-4 

Library of Congress Catalog Card Number: 2002113289 

Printed in the United States of America 


02030405 GG 1098765432 


Joe Grant Bell 


Prima Games 
A Division of Random House, Inc. 


3000 Lava Ridge Court 
Roseville, CA 95661 
1-800-733-3000 
www.primagames.com 


Introduction: ovo oce eur exo о. 2 | Ho USE ERREUR CTETUR TTE T 31 | Deeper И ои 
BloodRaynes ЕЕРЕЕ rho n 352.3 The Beauregard House .............. 33 | The Temple, ые tases aes 
Vision) Modes К ооа 3 Colonial Power лл оиы 35 | Temple Internal 
Attacks кы Р UR e qun n j City of the Dead, Revisited ........... 36 | Temple Guardians: „лкен. 65 
Blood Rave lnc Лы К ons ac 5 OMG ШЕ 9 s tenes tonsa a 36 Daemite Chamber .................. 68 
WEARTIESSES илал ел Ea 6 Queen of the Underworld ........... 37 Dante's Inferno... noe cee seeds 69 
Weapons Ж ллы een ate as 7 Walkthrough: Argentina ................. 39 | ДЄ О епо И 70 
Important Notes on Weapons ......... 7 Infiltration & Execution ............. 39 | Walkthrough: Сегтапу.................. 71 
Louisiana Guns): . 25x eee Preises 7 Communication Breakdown ......... 41 Emden U-Boat Station .............. 7! 
German Weapons. Елы seats 8 Mame Chapel... eee env 43 | Red'Summit: с. Е 71 
Enemies 75 лк de s Мн 10 Communication Breakdown Revisited .44 Ойбай аб а А: 73 
ГО аЛа ыиы 10 Infiltration & Execution: Second Visit . .45 Unholy Меса а 76 
Argentina -- shar ТАЕКЕ, 12 | he Dock 5 om sem с лт ee 45 | Teachers and Traitors ............... 79 
Germany а 18 Infiltration & Execution: Third Visit ...46 МИША О ster ni 81 
белега аеру к. 23 The Barracks о утен 47 Courtyard... аа аи 83 
Combat Strategy) лр 23 Lurking Underground ............... 48 The Windmill! гг ДЕ Мом. 85 
Exploration Strategy ................ 25 рез Quarters ........ 5... 2 ene 49 The Bridge о о: 86 
Walkthrough: Louisiana ................. 26 Пе На ооа 5l Doppelganger ул... усы: 89 
Initiation: Louisiana, 1933 ........... 26 The Daboratory.« -.)-««»e« seven 53 Of Wulfs and Demons ............... 91 
Sanctilanye ЛЛ ы. 27 The ВШДеге5в о, 56 Cheat Codes И стел: 94 
City obthe Dead... eene 28 The:MII Mlle ууда т асуы 57 


| RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 
INTRODUCTION 
BP 


dRayne is not what you'd call a subdued game. Any time you're put in 
arge of a shapely half-vampire with acrobatic moves, an arsenal of 
automatic weapons, and a taste for Nazi blood, you know it's going to 
be a heck of a ride. 

The game doesn't disappoint. It's bold and inventive, but it can 
also be tough. This book is your guide to success in BloodRayne; you 
can refer to it for help with any aspect of the game. You'll find it an 
invaluable resource. 

Whether you read this book cover to cover or refer to individual sec- 
tions (like an encyclopedia) is completely up to you. The information 
provided herein runs the gamut from general tips to specific, step-by- 
step walkthroughs of the entire game, complete with maps. 

Check out the “BloodRayne,” “Weapons and Items,” and “General 
Strategy” sections before starting the game. Then refer to the 
“Enemies” portion and the walkthrough sections as you move through 
the game and encounter new challenges. 

When you've beaten the game, it's time to peruse the cheats in 
“Cheat Codes.” Some of them are handy, some of them are humorous, 
and some of them are total game-breakers. You'll definitely want to 
save these codes for last. 

But in the end, it's all up to you. So sharpen up those three-foot 
blades, practice your deadly rebound kicks, and grab that rusty old 
Panzerfaust from the closet. It's going to be a long, strange, bloody trip, 
and you don't want to miss a step of it. 


l primagames.com 


BLOODRAYNE 


BloodRayne is a unique character with unique traits. This section is a brief overview of BloodRayne's most impor- 
tant skills and abilities. You need a working knowledge of her capabilities if you're to succeed in the game. 


Rayne can switch from normal vision 
to various different vision modes. 
Here's a look at those modes, and rec- 
ommendations on when to use them. 


Aura Sense shows the world in bright 
colors. Targets and destinations shine 
bright blue, while strong and alert 
enemies are green. Enemies that 
Rayne can feed upon show up red. 

Aura Sense is useful for a begin- 
ning player, but with experience you 
need it less and less—and eventually 
not at all. 


“Experience teaches you which 

| enemies сап be fed upon, and 
| under what circumstances. The — 
| compass ring in the screen's 

|! bottom-right corner contains 

. blue dots that point out your 

. current objectives, without the 

need for Aura Sense. 


DILATED 
PERCE ELON 


Dilated Perception is not immediately 
available; Rayne acquires it at the 
start of the Argentina missions. 

Dilated Perception puts the world 
into slow motion. It is a true lifesaver 
in tough battles. For example, fighting 
an enemy that's as fast as Rayne can 
result in a confusing blur of activity. 
It's easy to get roughed up before you 
even know what hit you. Dilated 
Perception lets you slow everything 
down, see what's going on, and react 
to each attack. It allows you to dodge 
bullets and melee strikes, and jump 
out of the way before something bad 
happens. 

Use Dilated Perception in most of 
the tough “boss” battles of the mid-to- 


late game. It’s also useful in situations 


where Rayne needs to navigate a dan- 
gerous bit of terrain. 


EXTRUDED VIEW 


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Extruded View becomes available very 
late in the Argentina missions, when 
Rayne collects the eye of Beliar. 

Extruded View allows you to zoom 
in so you can scout targets from a 
distance. It also contains a crosshair, 
enabling more precise weapon firing. 
Extruded View is useful when using 
quick, single-shot weapons such as 
rockets and bullet-type weapons. 

Use Extruded View sparingly; 
Rayne freezes in place when she uses 
it, making her an easy target. 
However, when you do use it, it can be 
vital for placing rockets and bullets 
exactly where you want them. 


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Rayne has a wide array of attacks. 
Here's a review of them, along with a 
breakdown of when to use each. 


Rayne can attack with guns, rocket 
launchers, and grenades found on her 
victims' bodies. Guns are also placed 
in almost every level; some are hidden 
in containers while others are in 

plain sight. 


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RAYNE: PRIMA'S OFFICIAL STRATEGY GUIDI 


The power of these attacks depends | 


on the weapons Rayne is using at 
the time. 


Note 


Generally speaking, you 
shouldn't waste bullets on 
minor enemies. Save them for 
tough fights and for enemies 
that are more or less immune to 
hand-to-hand attacks. 


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Rayne automatically picks up superior 


guns and drops lesser ones. Special 
weapons are an exception to this rule. 
You must manually drop one special 
weapon in favor of another. 

Rocket-style weapons are the most 
powerful special weapons. However, 
they may not be suited for battles that 
take place in enclosed spaces. 

Heavy machine guns are best for 
killing durable enemies, like GGG 
Officers, from point-blank range. 


primagames.com 


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Weapon Mode: Heaviest Guns 
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At any time, you can order Rayne to 
equip her lightest guns, heaviest guns, 
grenades, or her special weapon. 

The lightest guns are suitable for 
making mildly challenging situations 
somewhat easier. For example, light 
guns are useful if Rayne's health is low 
and she wants to thin out a group of sol- 
diers so she can feed in relative safety. 

Heavy guns are good against tough 
but common enemies, like GGG Elite 
Troops. They can also be very effective 
at dealing with unique boss enemies, 
especially after you've used up your 
special weapon. Special weapons and 
grenades are best against masses of 
enemies and tough bosses. 


Rayne performs a series of melee 
attacks whenever you press the attack 
button. She automatically progresses 
from one attack to the next in the combo 
as long as she makes contact with a target 
or breakable object. 


| When the game starts Rayne can 
only perform two combos in a row. She 
gradually gains the ability to perform 
extra attacks as the game progresses. 
The maximum number of combo 
attacks that Rayne can perform in a 
row is five. All of Rayne's melee 
attacks work well against her enemies. 


Press the jump button once to jump. 
Press it again in midair to make Rayne 
spiral straight forward, kicking any- 
thing she comes in contact with along 
the way. 

Rebound kicks deal decent damage 
| to enemies, although they are best 
used against barriers. Use the rebound 
kick on doors, windows, and weak 

spots in walls. 
... Destroy doors, windows, and walls 
| to continue along the path. Some 
doors and windows are reinforced and 
indestructible. And walls only crumble 
if they're already weak. Small holes 
are your visual cue that a wall can be 
destroyed. 

A few objects require multiple kicks 
to destroy. Even these show some dam- 
age after the first kick, so don't waste 
| time kicking areas that show no 

response to your attacks. 


Even more frequently, you use 
rebound kicks to get some extra dis- 
tance on your jumps. You don't gain 
any height with a rebound kick, but 
you move farther ahead in the direc- 
tion you're already headed. This extra 
distance is often needed in areas 
demanding long jumps. 


Rayne has a Bloodlust meter in the | 
screen's bottom-right corner. When 
it's completely filled and blinking, 
Rayne can press the Blood Rage but- 
ton and enter the state of Blood Rage. 
In Blood Rage mode, time slows 
down (though not as much as when 
using Dilated Perception), and Rayne 
uses a set of special combo attacks 
instead of her usual melee attacks. 
The combo attacks performed in 
Blood Rage are vastly more powerful 


Tap the harpoon button to lash out at 
an enemy. But the damage inflicted on 


_ ing the Blood Rage button again. Your 


You can cancel a Blood Rage by press- 


Blood Rage often lasts long after 
you ve killed your primary targets). 
Canceling the Blood Rage early allows 
Rayne to conserve Bloodlust so she 
doesn't have to build the meter all the 
way back up next time. 

Also, get in the habit of slashing at 
enemies specifically to build up 
Bloodlust, then save it for tough 
fights. Having a full Bloodlust meter is 


the enemy is minor. The harpoon 
attack is most effective when Rayne 
wants to feed on or attack an enemy, 
but she doesn't want to get too close. 

For feeding, press and hold the 
harpoon button. Rayne then harpoons 
a humanoid enemy, drags him close, 
and jumps down to feed on him. For 
example, you would reel in an enemy 
that's standing in ankle-deep water. 

Rayne will gain the ability to do a 

midair lash during the Argentina mission. 
Once earned, jump and press the harpoon 
button while Rayne is in midair to execute 
the attack. It deals minimal damage, but 
has a good chance of dismemberment. It 
can be used instead of melee attacks if you 
want to stay on the move. When you're 
fighting several small, fast enemies, jump 
and lash out at them instead of standing 
still. You take less damage by constantly 
being on the move. 


vital when fighting tough battles 
against boss enemies. 


than standard combo attacks. 

As with standard combo attacks, 
Rayne doesn t start out capable of 
performing all five moves in the 
special combo. She gains extra combo | 
moves as the game progresses. | 

The Bloodlust meter ticks down 
while Rayne's in Blood Rage. When | 
the Bloodlust meter is empty, Blood | 
Rage ends and Rayne needs 
to build it back up before 
triggering another Blood 
Rage. The Blood Rage 
meter builds up 
automatically as 
Rayne performs 
melee attacks. 


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In the middle of the game, you gain 
the ability to perform a “Rage Attack” 
without actually entering Blood Rage. 
Do it by pressing the Blood Rage 
button and the attack button 
simultaneously. 

This Rage Attack deals less damage 
than a melee attack performed in true 
Blood Rage, but the advantage is that 
you can trigger it even if your Bloodlust 
meter isn't completely full. 

Using this attack drains about 1/3 of 
the Bloodlust out of the meter. 


primagames.com 


a. 


ҮМБ.) 'RIMA'S OFFICIAL STRATEGY GUIDE 


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This attack can be useful when 
| you want to dispatch a tough 
| foe but your Bloodlust meter 
| isn't high enough. 


WEAKNESSES 


Rayne's only true weakness is water. It 
doesn't kill her outright, but standing 
in water quickly damages her. She 
needs to minimize her contact with 
water at all costs. 

In most cases, Rayne can avoid 
contact with water by running along 
power lines, jumping from one dry 
spot to another, or bypassing flooded 
areas completely. 

If Rayne has to get wet, jump as 
much as possible to minimize contact 
with the water. Get in, do what you 
have to do in the flooded area, and get 


: out quickly. 


ТЕС Н БУ 


LEVELS 


| 


Choose a new game to begin playing 
BloodRayne. You will then have the option 
to choose Easy, Normal or Hard mode. The 
settings affect BloodRayne's resilience. In 
Hard mode, Rayne takes a large amount of 
damage every time she is hurt. The oppo- 
site holds true for Easy mode. 

In Easy mode, every time you contin- 
ue after dying or restart the level, Rayne's 
health is fully restored. In Normal mode, 
Rayne's health restores proportionate to 
the amount of time played in the level 
before continuing or restarting. If you 
restart immediately upon entering a level, 
BloodRayne's health will be the same. 
However, if you play for a few minutes 
before starting, BloodRayne starts with 
more health than she originally had. In 
Hard mode, BloodRayne’s health will 
never restore from restarting or continu- 
ing after death. 


WEAPONS 


This chapter details the guns BloodRayne encounters in the game. 
In addition to depicting the guns and listing ammo amounts, you'll 
get a sense of how powerful each weapon is, and in what situations 
it's useful. | 
In most cases Rayne automatically picks up weapons she walks 
over. She'll automatically drop lesser weapons for better ones. 
This is not the case with special weapons, however. She has 
complete control over whether to drop a special weapon or keep 
the one she already has. Therefore, special weapons are the most 
important weapons to understand. 


IMPORTANT NOTES 
ON WEAPONS 


Guns are broken down by the territory in which they're found. 
One section covers Louisiana guns, while the other covers the 
German guns found in the Argentina and Germany locales. 

Guns are then listed by category, in ascending order of power 
and usefulness. Pistols are weakest and are therefore always list- 
ed first. Next come SMGs (submachine guns), heavy SMGs, 
assault rifles, and grenade-style weapons. Special weapons are 
the most potent and always come last. 

Finally, weapons are listed in ascending order within each 
section. For example, in a table listing four pistols, the first pistol 
listed is always the weakest, and the last one is always the 
strongest. 


| “The aoe to this rule is 
_ special weapons, which are so 
| unique that you can't always 


ie one is better than the other. 


LOUISIANA GUNS 


The following weapons are found in the Louisiana portion of 
the game. 
LIGHT AND HEAVY WEAPONS 
Pistols are the only form of light weapon found in Louisiana. 


They're serviceable against everything you'll encounter in that 
section of the game. 


Louisiana Pistols 


_ Louisiana Rifles 


PIS LOLS 


Ammo 


W&S M1917 Pistol 6 


Name 


W&S Double-Action Pistol 6 


Cole 44 Pistol 6 


Rifles are the only form of heavy weapon found in Louisiana. 
They should be saved for fighting Biomasses and the Queen 
of the Dead. 


RIFLES 


Name Ammo Illustration 


Springbrook Rifle 5 č Rifle 5 


Winkesler Rifle 16 — — Rifle 
Kennings Rifle 20 
GRENADE-STYLE WEAPONS 


Dynamite is the only grenade-style 

< weapon in Louisiana. It's useful against 

- Biomasses and the Queen of the Dead. 

- Dynamite works best against stationary 
targets, such as boilers and generators. 

Mobile targets are more difficult to hit than stationary targets. 


Breaning A5 Shotgun 5 


Louisiana's special weapons are a diverse lot: 


Louisiana Special Weapons 
Name Ammo 


Illustration 


Ethica 33 Shotgun 8 


Double Barrel Shotgun 2 


MI9I8GAR Machine Gun 40 


These special weapons can be broken into several categories. 


The sniper rifle shoots a great distance, and each hit has a high 


chance of dismembering the target. 
Shotguns are excellent general-purpose weapons and highly 
recommended. They dismember the target and kill with a single 


shot. The Ethica probably represents the best balance of ammo and 


shots, while the Double Barrel cannot be beat for sheer power. 


dee c 


~ Overall, the shotguns have the 


best power, ease-of-use, and 


. versatility of all the Louisiana 


special weapons. 


The MI918GAR is a powerful machine gun—the only machine 
gun available in Louisiana. It's not as effective as Shotguns at hitting 
multiple targets at close range, but it has a longer effective range 


and can deal severe damage in a short period of time. 


primagames.com 


RAYNE, PRIMA'S OFFICIAL STRATEGY GUIDE 


! 

| The following weapons аге used by the German army in 

Argentina and Germany. Each weapon entry states whether 
the weapon appears in Argentina, in Germany, or in both 
locations. 


These light weapons are suitable for chipping away at large 
groups of soldiers. 


German pistols deal decent damage, and are best against 
small targets. Don't use them against durable bosses. 


German Pistols 


Name Ammo Locations Illustration 


Walthurm PP Pistol 7 Argentina 


Mauz 9mm Pistol 10 Argentina, 
Germany 
Leug P08 Pistol 8 Argentina, 
Germany 


Leug P08 Artil Pistol 32 Сегтапу 


SMGs are much like pistols, but with a faster rate of fire and 
more ammo. 


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German SMGs — А 
ате Атто Locations Illustration 
Greaser Sub- 30 Argentina, 
machine Gun Germany 
SMP34 Sub- 32 Argentina, 
machine Gun Germany 


These heavy weapons are not only useful against crowds of 
enemies, but against lone, durable targets such as bosses. 


Larger SMGs are assault rifles’ smaller cousins. They combine 
good power with a fast rate of fire and good ammo supply. 


German Larger SMGs 

Name Ammo Locations Illustration 
Greaser Artil 50 Argentina, 

Large Sub- Germany 

machine Gun 

SMP34 Artil 32 Argentina, 

Large Sub- Germany 

machine Gun 

Bergstein MP28 50 Germany 


Large Sub- 
machine Gun 


Save assault rifles for durable targets and rough situations. Their 
excellent shot power and fast rate of fire allows Rayne to mow 
down most enemies with ease. 


German Assault Rifles 


Name Ammo Locations Illustration 
Blitzgewehr 32 20 Argentina, 

Assault Rifle Germany 

77033 30 Germany 

Assault Rifle 


The Tatermasher is the German grenade. As with dynamite, save 
the Tatermasher for slow or durable targets, such as certain over- 
sized bosses. (Daemite Warriors come to mind.) 

Otherwise, these grenades are more significant as a hazard 
for Rayne to avoid than as a tool for her to use. 


German special weapons include a couple of holdover shotguns 
from Louisiana. 


| German Special Weapons 


Name Ammo Locations Illustration 
G33 Sniper 10 Argentina, 
Rifle Germany 
Ethica 33 8 Argentina, 
Shotgun Germany 
Double Barrel 2 Argentina 
Shotgun 

Kaxik Mg08 Belt Argentina, 
Machine Gun Germany 
MG32 Belt Germany 
Machine Gun 

MG06 Belt Argentina, 
Machine Gun Germany 
Granatewurf 10 Argentina, 
Grenade Launcher Germany 
Panzerfaust | Argentina, 
Rocket Launcher Germany 
Panzershrek 3 Argentina, 
Rocket Launcher Germany 


The sniper rifle, like its Louisiana cousin, is useless in close 
combat due to its slow rate of fire. Save it for instances where 
you can see the target from a long distance. 

Shotguns continue to be excellent workhorses in Argentina 
and Germany. They re suitable against any tough target. 

Machine guns are handy for mini-bosses, such as GGG 
Officers. A machine gun can usually chew up a GGG Officer in 
just a couple of seconds, keeping him paralyzed with pain the 
entire time. 

The Granatewurf is an intriguing weapon, but it's only useful 
against slow bosses. The weapon is too hard to control against 
faster targets. 

The Panzerfaust and Panzershrek rocket launchers are identical, 
except that the Panzershrek can hold up to three rockets. 

Rockets are best against tight clusters of enemies and massive 
targets. Again, Daemite Warriors come to mind, as do Mobile 
Armor Units. 

Don't use rockets against close-range targets, and be careful 
when aiming them. Extruded View is handy for making sure the 
rockets hit the target, not the ground in front of you. 


10 


ENEMIES 


RAYNE: PRIMA'S OFFICIAL STRATEGY GUIDE 


BloodRayne features a wide array of fiendish enemies. They run the gamut from common to fantastical, weak to supernaturally strong, 
and foolish to crafty. This section lists all of Rayne's foes, pointing out their strengths and weaknesses, and recommending effective 


methods of destroying them. 


Enemies are sorted by the region in which they first appear (Louisiana, Argentina, Germany). Within each region they re listed in 
ascending order of toughness, starting with common grunts and leading up to unique “bosses.” 


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Louisiana enemies are mainly victims of 
(or bearers of) a mysterious plague. They 
aren't deadly when compared with later 
foes, but they present a challenge, espe- 
cially in large groups. 

None of these enemies are encountered 
in later sections of the game. They re 
strictly confined to Louisiana. 


Mutates are former humans suffering from 
an advanced form of the mysterious 
swamp disease. They ve been horribly 
mutated, and now possess long tentacles 
suitable for lashing out at their victims. 
Mutates’ brains have melted to sludge, 
leaving them aggressive toward every- 
thing, but not terribly bright. They attack 
anything that moves, including other 
mutated creatures (such as Diseased). 


Mutates are weak foes. Their only advan- 
tage over Rayne is their long tentacle 
arms. They have good reach, so she needs 
to either get very close (so she can attack) 
or back away completely. 


primagames.com 


WEAKNESSES 

Mutates are slow, both in foot speed and 
attack speed. They deal minor damage 
when they do get in an attack. It's easy 
to circle around them for an attack from 
the rear. 


STRATEGY 


Rayne feeds on Mutates. They're the 
easiest free lunch in the game, so seek 
them out whenever Rayne needs to 
restore her health. 

If you encounter Mutates along with 
other foes, go after the other foes first 
leaving the Mutates for last. They present 
the least danger of any enemy. 


Since Mutates will fight any- | 
| thing, hang back and allow | 
| them to pester other enemies, 
_ then attack when one party has 
| killed the other. 


Mutates are easily ignored. They're so 
slow that they present little danger if 
they're not in your way. Run past them if 
you don't plan to come back. 


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DISEASED 


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Diseased are townsfolk affected with the 
same disease as the Mutates. Their condi- 
tion is not advanced, so they still look 
mostly human. 

They possess enough human intelli- 
gence to use guns, making them more 
dangerous than the Mutates, which have 
no long-range attack. 


SIRENGTHS 

The ability to fire guns makes Diseased 
more dangerous than Mutates. Unlike 
Mutates, which are ignored, Diseased 
must be handled. 

Depending on their weapons, Diseased 
can be ineffective or very effective. The 
toughest Diseased have shotguns that 
deal potent close-range damage—some 
even have dynamite. 


WEAKNESSES 
Diseased aren't as slow as Mutates, but 
they're still comparatively slow. 

Like Mutates, Diseased cannot block or 
defend against any of Rayne's attacks, 
including melee attacks and guns. 

Diseased with weak weapons are a 
minor threat. 


RA TEGY 
E to 


The easiest way to deal with Diseased is 
to feed on them. This even works against 
large groups. Feed on one Diseased, then 
move to the next, and the next, until 
they re all gone. 


If Rayne's being shot at while 
feeding, turn around and use the 
victim as a shield. 


You can also kill Diseased with a few 
blade attacks, or with guns—though they 
seldom merit guns. 

If you spot a Diseased with dynamite, 
wait until it throws the stick, then get 
away from it. Take down the Diseased, but 
don't stand too close to thrown dynamite 
in the process. 


If you're feeding on something 
and dynamite is tossed nearby, 
press the jump button to stop 
feeding, then get out of there. 


The bottom line is that Diseased are weak 
enemies, suitable for feeding, and only 
occasionally are a serious threat. 


Б 


MARAISREQ 


Maraisreq (“Swamp Monsters’) are the 


insect-like creatures invading the town of 
Mortton, Louisiana. They swallow towns- 


folk whole and regurgitate the liquefied 
remains. 

They can't do this to Rayne, but they 
can deal damage with their vicious, 
lunging bites. 


STRENGTHS 
Maraisreq are fast and deal reasonable 
damage with their bites. They're danger- 
ous in packs, especially if they surround 
Rayne. 

They can absorb a few blade slices or 
shots from an average gun. 


WEAKNESSES 
Maraisreq are vulnerable from the sides 
and rear, where they can't bite. 

Their legs come off easily. They even- 
tually sprout new ones, but a Maraisreq 


missing its legs is temporarily vulnerable. 


Circle around it and deal the death blow. 
Maraisreq have no long-range 

attacks. They re fast, but Rayne can get 

away quickly if she uses a rebound kick. 


SERATEGY 
pa аи жж 


Maraisreq are dangerous when you're in 
front of them, where they can bite. Fight 


a circling battle, hacking with blades until 


_ more times to finish the job. 


a the same circling technique you'd use 
against a lone Maraisreq. | 


the legs come off, then slash a couple 


If you face a pack of Maraisreq, jump to 
the side (so you don't get surrounded) and 


If you get into trouble, use guns or 
trigger a Blood Rage, which allows Rayne 
to hack through the Maraisreq with 
astonishing speed. 


-— - P 
> — be i 
{IE Y xr ado ^ 


Rayne can't feed on Maraisreq. 


LISSE TOT! CER BMG 


MARAISREQ 
SOLDIER 


These creatures are bigger, redder, and 
tougher Maraisreq. They have no unique 
abilities; they're just superior to the 
standard Maraisreq. 


SIRENCGIHS 

Maraisreq Soldiers are tougher, hit harder, 
and jump farther than the common 
Maraisreq. 


WEAKNESSES 
Just like the standard Maraisreq, these 
things have no long-range attack, and 


they're vulnerable when their legs are 
hacked off. 


STRATEGY 

Fight a circling battle. Shoot them with 
small weapons, or hack them with blades. 
Keep moving and you'll rarely take 
damage. 


1 


N 


N c —X mamme 


The Queen of the Underworld is the first 
boss creature Rayne faces. 

The Queen of the Underworld resem- 
bles a giant Maraisreq. She's huge and has 
à bite attack that deals severe damage 
when it hits. 


The Queen of the Underworld deals 
substantial damage with each hit. She can 
attack at medium range if Rayne is in 
front of her. 

The Queen produces a constant supply 
of Maraisreq, which act as a nuisance 
during Rayne's fight against her. 


Comparatively slow to move and turn, the 
Queen of the Underworld is not nimble. 
Sever her legs and she falls to the 
ground helpless until they regenerate. 
Regeneration takes several seconds. 


Avoid standing in front of the Queen. 
Continually circle her and avoid 
her jaws. 


primagames.com 


| 


| Note 


RAYNE:/ PRIMA'S OFFICIAL STRATEGY GUIDE 


Often, soldiers appear in mixed 
groups with SS troopers or various 
types of officers. 

Soldiers wield a variety of guns. The 
soldier's effectiveness depends almost 
entirely on the sort of gun he’s carrying. 


Rip off a couple of legs as quickly as | 
possible, either with blade attacks or 
shotgun blasts. The Queen crashes to the | 
ground. 

Circle behind her and slash away. Trigger | 
a Blood Rage if you have it; this is the keyto — 
dealing massive damage quickly. 

If the Queen gets up, repeat this 
process. 

For the most part, you can ignore the 
other Maraisreq, though you can shred 
the closest ones along with the Queen if 
you trigger a Blood Rage. 


Soldiers often appear in numbers. The 
more of them there are, the tougher they 
are. 

Soldiers with explosive weapons are 
among the most dangerous foes in the 
game. Grenades and panzers (rocket 
launchers) deal severe damage to Rayne, 
so she needs to watch for soldiers with 
these weapons. 

Soldiers always have a long-range 
attack, so don't ignore them as long as 
they have a view of Rayne. 

If there are alarms in the area, soldiers 
will try to trigger them. The result is a 
flood of extra soldiers. 


To build up your Bloodlust 
meter in relative safety, get 
away from the Queen and 
attack the small Maraisreq. 
Return to face the Queen when 
the meter is full. 


Soldiers with weak guns are weak ene- 
mies. Most of them have pistols or small 
machine guns, and these are not a major 
threat. 

Both blade attacks and guns work well 
against soldiers. 

Rayne can feed on soldiers at any time, 
either by using her harpoon or by jumping 
on their backs. They're the most common 
. food source in the game. 

Soldiers sometimes become frightened, 
especially when hurt, and run away. They 
. can run at a moderate pace, but Rayne is 
much faster. 


Argentina increases the difficulty 
immensely, introducing a wide array of 
tough enemies. 

Some of these enemies—most notably 
the German soldiers and officers of all 
types—appear in Germany as well as 
Argentina. 


Common soldiers comprise the bulk of 
the German army. They're not a major 
threat, especially when alone. However, 
they can be a concern if they appear 

in numbers. 


Feed on soldiers whenever possible. 
They're a valuable resource because of 
the health and guns they provide. 
Rayne can kill a small (or even 
medium-sized) group of soldiers just by 
feeding. Hop from one to the other until 
they're all dead. Rayne takes some 
damage from the others’ guns, but if she 
turns her victim and uses him as a 
human shield, she can minimize 
the damage. 


Note 


_ If her weapon is in her left 
hand, Rayne can fire it while 
feeding. Line her gun up with a 
standing enemy, and pull the 
trigger. 


Blade attacks are another way of killing 
soldiers. To build up Rayne's Bloodlust 
meter for a big fight, slash soldiers. 

To kill a large group of soldiers, a 
Blood Rage works well. You can also 
shoot them, though they're usually a 
waste of guns. 


Hazmat soldiers are identical to common 
soldiers in all but dress. They wear spe- 
cial suits that protect them from hostile 
environments. 

They carry the same array of weapons 
and have the same characteristics as 
common soldiers. They're only listed 
separately because they look so different. 


SS troopers are highly trained, specialized 
German soldiers. They're typically found 
in small numbers, either mixed in with 
common soldiers or defending an officer. 

SS troopers carry the same array of 
weapons carried by common soldiers. As 
with common soldiers, their threat level is 
tied directly to the weapon they use. 


Here are SS troopers’ advantages over a 
common soldier: 


* They're more durable. 

* They can block Rayne's blade attacks, 
unless attacked from the side or rear. 

+ They resist Rayne's feeding attempts, 
unless they're frightened, low on 
health, or surprised. 


Their ability to block and resist feeding 
makes a big difference. Rayne can t just 
feed on an SS trooper to kill him, and she 
can t slice him when he's facing her. 


SS troopers have no true, debilitating 
weaknesses. They are vulnerable to cer- 
tain attacks, however. 

They can be hit by standard blade 


| attacks if Rayne circles and attacks from 


the side or back. 

Blood Rage allows Rayne to hit from 
anywhere, including the front. Blood Rage 
attacks slice through blocks. 

SS troopers cannot block gunfire, so guns 
are a quick way of dealing with them. 

Finally, if Rayne sneaks up without their 
noticing, or damages them past a certain 
point, she can feed on them. 


Note 


Aura Sense helps with feeding 
on SS troopers. They glow red 
whenever Rayne can feed. 


If an SS trooper has a potent, explosive 
weapon, kill him as quickly as possible 
with your guns. 

If an SS trooper is mixed in with 
common soldiers, go after the SS trooper 
first. Guns are the preferred method, 
though a Blood Rage works well. You can 
also use standard blade attacks if you 
continually circle, but this takes more time 
and skill. 

Don't feed on SS troopers if there's 
easier prey around. 

If you want or need to feed on an SS 
trooper, the standard method is to get 
close, fire a burst of gunfire into him, 
quickly circle around, and feed from the 
rear. The bullets are usually sufficient to 
either scare the trooper or damage him to 
the point where he's vulnerable. 

Do this correctly and Rayne jumps on 
his back and feeds. If she's repulsed, fire a 
couple more rounds and try again. 


14 


UNTEROFFIZIER 
(LOW-RANKING 
ОР FICE RS) 


Low-ranking officers are not the target offi- 
cers that Rayne is tasked with killing in the 
Argentina and Germany portions of the 
game. Rather, they're common opponents 
who have enhanced combat abilities. 
Their combat skill and toughness is 
fairly comparable to that of an SS trooper. 


STRENGTHS 
Low-ranking officers have all the charac- 
teristics of an SS trooper. 

Their extra advantage is that they may 
wield a knife for short-range attacks. 


However, this rarely comes up. Rayne should 


circle them while fighting, and never allow 
them the chance to counterattack. 
WEAKNESSES 

Weaknesses are identical to those of the 
SS trooper. 


STRATEGY 


Use the same strategies you'd use against 
SS troopers. 


primagames.com 


| GGG ELITE 
'ROOPERS 


| 


Just as lesser officers’ abilities are one 
step higher than those of SS troopers, 
GGG troopers’ abilities are one step 
higher than those of lesser officers, 


STRENGTHS 

The only difference between GGG troopers 
and low-ranking officers is that they have 
extra moves. 

They can perform a couple of extra 
hand-to-hand attacks, and they can fire 
their weapons while diving or rolling 
away from Rayne's attacks. This makes 
them harder to hit and more effective at 
close-range combat. 


WEAKNESSES 
GGG troopers have the same weaknesses 
as SS troopers. 


STRATEGY 
pa ^77 ES 7-a 


Though slightly tougher and harder to 
hit, GGG troopers are functionally similar 
to SS troopers and low-ranking officers. 
Fight them in the same way you'd fight 
those other enemies. 


These officers are Rayne's targets 
throughout the Argentina and Germany 
campaigns. Killing one or more of 
these officers is often the objective of 

a particular level. 

When fighting these opponents, a 
“boss” picture indicating the officer's 
health appears in the lower-right corner 
of the screen. 


STRENGTHS 
GGG officers are much like GGG troopers. 
They have a slightly larger repertoire 
of hand-to-hand attacks and evasive 
moves than GGG troopers. 
The main difference is durability. 
GGG officers can take a great deal of 
punishment. 


WEAKNESSES 
GGG officers are vulnerable to the same 
attacks as SS troopers and GGG troopers. 


STRATEGY 


GGG officers are usually encountered in a 
crowd. Therefore, your tactics must take 
multiple enemies into consideration, 


One way of taking these guys down is 
to initiate a Blood Rage. A Blood Rage 
allows you to chop them up quickly, keeping 
them stunned and unable to counterattack 
in the meantime. Also, since many of 
Rayne's Blood Rage attacks affect a wide 
arc, you can take down other foes at the 
same time. 

The other method is to use a heavy- 
caliber weapon, then gun them down 
from close range. Get up in their faces 
and hold down the trigger. 


Ly ы 


If possible, whittle down the 
officers’ support troops first. 


AEMITES 


- 9. 
M St 


Daemites are parasitic creatures that fly 
through the air and lash Rayne with their 
tails. They like to inhabit human bodies, 
forcing themselves in through the mouth, 
then taking direct control of the body. 

The Daemites discussed here are "Pure 
Daemites,” or Daemites that have not 
taken control of a host body. They look 
soft and gooey, but don't be fooled; they 
can pose a genuine threat. 


STRENGTHS 
Pure Daemites move quickly. They also 
fly, so obstacles mean little to them. 
They cannot infest Rayne, so they 
slash her with their tails. They're small 
and difficult to hit. 
Pure Daemites are almost completely 
unaffected by bullet weapons, so don't 
shoot them. 


Also, Pure Daemites writhe and wriggle 


. difficult to tell whether they are dead. 
| 


WEAKNESSES 

Pure Daemites can be hacked apart with 
_ one well-aimed slash. Sometimes they 
take more abuse, but they are not 
durable. 

Also, as they have no long-range 
attacks, Pure Daemites can be ignored 
when they're on different floors or levels 
than Rayne. They can fly, but they seldom 
leave their general area. 


ЕРЕС У 


PR a S4 


Run or jump away to get distance from 
these creatures, then run in and time 
your slashes to hack them to bits. 

Blood Rage is useful against large 
groups of them, but it's overkill against 
smaller groups. 

When they re in close-range, fight a 
circling battle to avoid getting slashed 
with their tails. 


PARASITIC 
DAEMITES 


ра. ЗЕ 


РАКУ. 


tails around the host's spinal column and 


so much, even after being hacked apart, it is 


Parasitic Daemites are Daemites that have 
inhabited a host. They have wrapped their 


rx. x = г у. 


control the host's actions like those of a 
puppet. 

They look almost identical to the 
infested host, save that the head is unmis- 
takably a Daemite head. 


STRENGTHS 

Parasitic Daemites retain all the moves, 
skills, and abilities of the host. Therefore, 
an infested SS trooper can still block 
Rayne's frontal blade attacks and feeding 
attempts. 

Parasitic Daemites are more durable 
than their host originally was. Therefore, a 
Daemite GGG trooper can take more abuse 
than a regular GGG trooper. 

Parasitic Daemites never become afraid. 

If a Parasitic Daemite loses its limbs it 
can still move. In fact, a Parasitic Daemite 
that has lost its legs can fly around and 


inflict extra-damaging attacks. Therefore, if — 


a Parasitic Daemite loses its legs, concen- 
trate on it, and finish it off immediately. 

If you kill a Parasitic Daemite with 
bullet weapons, or by feeding, the Pure 
Daemite inside will survive. The host body 
dies, but now you're faced with a Pure 
Daemite. 


WEAKNESSES 

Rayne can and should feed on Parasitic 
Daemites. Most of them were common 
soldiers, so they cannot block her feeding 
attempts. 


STRATEGY 


Large groups of Parasitic Daemites are 
best killed with Blood Rage. 


I 


16 


Smaller groups should be hacked apart 
with blades, or fed upon individually. Use 
circling attacks to avoid return damage. 

Guns work, but as noted above, 
the Pure Daemite inside can survive a 
bullet attack. 

Always keep moving when fighting 
these creatures. 

Feed on Parasitic Daemites whenever 
you need the health. They have lots of life 
energy and provide Rayne with a good 
amount of health. 


The first of the Argentina bosses, this 
Thule High Priest is a tough customer. He 
hides inside an armored pulpit with a 
front-mounted machine gun and can take 
Rayne down quickly if she doesn't use the 
right tactics. 


High Priest Von Blut cannot be harmed by 
a frontal assault, thanks to his armored 
pulpit. 

The pulpit is open in the rear, but it 
slides to the other end of the room in a 
defensive move if Rayne starts to get 
behind it. 

The front-mounted machine gun deals 
severe damage. 


The pulpit is open in back. The High 
Priest is vulnerable while the pulpit is 
sliding from one side of the room to the 
other. Rayne must exploit this weakness. 


primagames.com 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


The pulpit is stationary except when 


| sliding to avoid Rayne's circling attacks. 


Therefore, if Rayne stands behind an 
| obstacle, she cannot be hit. 


Rayne fights the High Priest in a long 
room with columns. 

Stand behind a column while the High 
Priest fires his machine gun. 


Note 


Use Dilated Perception to make © 
this fight easier. 


The High Priest periodically stops to 
| reload. This takes a few seconds. If you're 
far from the pulpit, take this opportunity 
| to get behind a closer column. 
If you're already close to the pulpit, run 
straight toward it. Circle around to the 
| back when you get close. 
When Rayne gets behind the pulpit, it 
, automatically starts sliding across the 
floor, exposing the High Priest's back. 
Chase the pulpit and let loose with bullet 
. weapons (or a Panzerfaust) as it slides. 
When the pulpit reaches the other end 
г of the room, get behind a column and 


. High Priest is dead. 
Note 


Common soldiers periodically 
appear during this fight. Use the 
harpoon to drag them behind a 
pillar and feed on them. Their 
guns are useful if you run out of 
bullets. 


. repeat the aforementioned tactics until the 


Kommando is a secretive German field 
ops special commander. His favored tac- 
tics are those of stealth and deception. 
You encounter him twice in the game— 
once as a human, and once as a Parasitic 
Daemite. He's tougher the second time 
around. 


Kommando fights like a GGG officer, 
though he’s much more durable than the 
typical officer. He fires an automatic rifle 
and fights hand-to-hand. 

His one extra skill is the flash grenade. 
He uses this when he’s in trouble. Once 
he does, Rayne is temporarily blinded and 
Kommando disappears, only to reappear 
in a completely different location. 

He's assisted by GGG troopers the first 
time you fight him, and Parasitic 
Daemites the second time. 


Kommando has no defense against bullet 
weapons. Like GGG officers, he can block 
frontal blade attacks but cannot deal with 
side or rear attacks. 


Use Dilated Perception when fighting 
Kommando. 


Run around and kill some of his followers. 


Bullet weapons are a good way of doing 
this quickly. 

Then focus on Kommando. A good 
method is to shoot him a couple 
of times with a bullet weapon as you 
approach; this freezes him or knocks 
him down. 


Keep shooting him while he's 
down. This is an easy way to 
pile on the damage. 


When you're close, circle and use blade 
attacks from the sides and rear. Trigger 
a Blood Rage when you can and keep 
dealing damage. 

When he uses his flash grenade, run 
around until your vision clears and your 


compass shows his location again. Go after 


him. Repeat these techniques until 
he's dead. 


. The second time you fight 
Kommando, he may reappear in 
an outside area. One or more 

| Parasitic Daemites out there 
have rocket launchers. Focus 
on killing the rocket wielders 

. before turning your attention to 
Kommando. 


The Butcheress is the GGG's lead scientist 
(and executioner). She attributes her 
sadistic ways to a long line of ancestral, 
mortal “vampirism.” 


The Butcheress has all of Rayne's 
melee moves and a pair of bone saws that 
act like Rayne's blades. 


You encounter the Butcheress on a rooftop 
that is actually a checkerboard of trap- 
doors. In addition to an array of kicks, 
slashes, and other melee attacks, the 
Butcheress runs to a control panel and 
drops several of the trapdoors. Falling 
means instant death for Rayne. 

The beams between the trapdoors 
become electrified when the doors are 
open, so standing on the beams is not 
safe. Rayne must stand on a trapdoor that 
does not open. 


^ 


The Butcheress has no guns, but this isn't 
a real weakness. She can close the gap 
quickly with her array of high-flying jumps 
and kicks. 

Rayne's main advantage is her ability 
to Blood Rage. 


You should build up your Bloodlust meter 
before encountering the Butcheress and 
activate Dilated Perception. 

When the battle starts, trigger a Blood 
Rage and assault her with a constant bar- 
rage of melee attacks. Don't let up. 

If you're lucky, you can kill her in that 
first Blood Rage. 

If you don't kill her, use Dilated 
Perception. Run away from her while fir- 
ing your heaviest bullet weapons. You can 
also use melee attacks when she's close. 
Be sure to circle her as you attack. 

When she runs toward the control 
panel, be sure Dilated Perception is acti- 
vated. Watch the trapdoors. The ones that 
emit a thin trickle of steam are the ones 
that will open. Jump to one that's safe. 


If you can't tell which trapdoor is safe, 
start running and jump at the last minute. 


Rebound kick for extra air, and aim for the 


. walls at the center of the roof. You might 


get lucky and reach a safe spot, or stay 


_ airborne just long enough for the 


H 


| 


` trapdoors to close. 


Daemite Warriors bear little resemblance 
to regular Daemites. They're huge, hulk- 
ing, twisted monstrosities that lash out 
with tentacles. They re tough in groups. 


Daemite Warriors deal severe damage 
with their tentacles and sustain a great 
deal of damage in return. 

Bullet weapons have little affect on them. 
Daemite Warriors are strange and amor- 
phous looking, so it can be tough to figure 
out which side is the front. This is important 
because Rayne needs to avoid standing in 
front of them. 


Daemite Warriors are very slow and have 
no long-range attacks. 


The first time you encounter Daemite 
Warriors is in The Mill Mile. Use explosive 
weapons on them; refer to the walk- 
through for tips on where to find them. 


Ш 


——\ —"wÍ——— ame 


Now use your bullet weapons. Then 
trigger a Blood Rage and run in. Continually 
circle the targets, slashing the whole time. 
They should be weakened from the explosives 
and they will fall quickly. 

The second time you encounter them is. | 
in Temple Guardians. Ignore the one at the 
base of the shaft because he's slow and 
can be avoided. 

The key to killing the three at the top is 
effective use of your resources. Don t indis- 
criminately kill Parasitic Daemites. Let 
them live and feed on them after the 
Daemite Warriors have injured you. Also, 
hack on the Pure Daemites to build your 
Bloodlust meter. 

Empty all your weapons into the three 
Daemite Warriors. Then fight them with 
Blood Rage, but only when one has gotten 
far away from the other two. It's safer to 
pick on loners. 

When you're out of Bloodlust and low 
on health, go back through the level to 
feed, collect weapons, and build up 
Bloodlust again. Then return and repeat. 


Due to their size Daemite 
Warriors sometimes get stuck 
on terrain features. If this hap- 
pens, you can run up behind 
them and fight them without 
Blood Rage. This is the only 
time it's safe to do so. 


4 


R GENERAL) 


18 


primagames.com 


«и: жы) 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


D. Mauler is a huge, muscle-bound Aryan 
experiment. He fights bare handed; his 
main asset is his massive strength. 


| SERENGTHS 


Mauler deals massive damage with his 
punches and handclaps. 

If Rayne retreats to the upper level cat- 
walk, he can knock down support pillars 
and cause parts of the catwalk to collapse. 

Mauler is immune to gunfire. 


WEAKNESSES 
Mauler is slow to move and turn and has 


no long-range attacks. He's actually not 
very tough if you fight him effectively. 


SEKAI Gry 


Use Dilated Perception and get in close. 
Circle constantly; never let Mauler get a 
clean frontal shot at you. Retreat if you 
think you might take a hit. 

Use melee attacks. When possible, trig- 


ger a Blood Rage. Keep hacking away at 
him and he'll fall quickly. 


Soldiers may periodically enter 
from above. You can feed on 
them for health. 


GERMANY 


Germany contains a number of enemies 
from Argentina (soldiers, low-ranking 
officers, SS troopers, GGG troopers, GGG 
officers), as well as several unique foes. 
Here's a look at your new opponents. 


GOCG JTELPAGIS 
TROOPERS 


4 bas. ] “ 


GGG Jetpack Troopers Пу through the air 
and fire bullet weapons. The very toughest 
Jetpack Troopers may possess rocket 


weapons. 


STRENGTHS 
Jetpack Troopers are super-fast and agile, 
almost immune to melee attacks. 

They can attack Rayne from above, 
negating most forms of cover. 

They re very difficult to feed on 
because Rayne can seldom hit them with 
her harpoon. 

When they re killed, their jetpacks tend 
to explode. This can damage Rayne if she's 
in the vicinity. 


WEAKNESSES 
Jetpack Troopers aren't particularly 
durable. 


Constantly move around and use bullet 
weapons to gun them down. 

Hide behind cover as much as possible— 
especially anything that puts a roof or object 
above your head. This forces them to drop 
down low to attack. They re easier to shoot 
when they're low to the ground. 


If you're particularly skilled, or if 
they're close enough, you can harpoon or 
jump-harpoon them and feed on them. 
Typically, you should just shoot them and 
look for a meal elsewhere. 

Run away from their bodies when they 


die because their jetpacks tend to explode. 


BAT CREATURES 


Bat creatures are just what the name sug- 
gests, giant bats. They fly into the area 
using kicking attacks and are hard to hit 
while airborne—but they are vulnerable 
when they land. 


STRENGTHS 
Bat creatures are hard to hit with melee 
attacks while they're airborne. 


WEAKNESSES 

Bat creatures are vulnerable when they re 
on the ground. A few slashes or bullets 
will kill them. 


STRATEGY 


Shoot them out of the air, or run up and 
slash them while they're on the ground. 
These creatures shouldn't be more than a 
nuisance. 


VAMPIRES 
н = 


The vampires Rayne encounters are a 
special breed from New Guinea. They 
have evolved mouths in each of their 
wickedly clawed hands. 

These creatures are fast and strong, 
but they're nothing Rayne can't handle. 


STRENGTHS 

Vampires move quickly and hit hard. 
They re also durable and often encoun- 
tered in groups. 


WEAKNESSES 

Vampires have no long-range attacks, so 

Rayne can shoot them while retreating. 
They cannot block Rayne's blades and 

can feed on them in most situations. This 


makes them useful as abundant sources 
of health. 


Large groups of vampires should be 
destroyed with a Blood Rage, or at least a 
mobile, circling attack style. Just keep cir- 
cling, and keep throwing melee attacks. 

Use guns if the odds are overwhelming 
and you're desperate. 

Rayne can feed on vampires. They pro- 
vide lots of health. 

To feed, jump on the vampire from the 
side or rear. They can sometimes resist a 
frontal feeding attempt. 


If the vampire is particularly difficult, 
| shoot him a few times, then try feeding 
. again. Once again, initiate the attempt 
| from the side or rear. 


OBERSCHAREFUHRER 
(HIGH COMMAN DER 
MYNC!I 


= ' 


In Teachers and Traitors, it turns out that 
Mynce is a traitor you must fight. Is 
nothing sacred anymore? 

Mynce is essentially a Rayne clone. 
She has the same skills, so it's a 
challenging fight. 


STRENGIHS 
Since Mynce has Rayne's melee skills, she 
can do a great deal of damage at close 
range, especially if you stay in front of her. 
She's also just as fast as Rayne. 
Some of her melee attacks take her 
high into the air, so your counterattacks 
may occasionally miss. 


WEAKNESSES 
Mynce doesn't use guns and can't (or 
won t) use Blood Rage. 

Your Blood Rage is the key to making 
this a manageable fight. 


(0 


When you begin fighting Mynce, be sure 
to use Dilated Perception. 

Fire bullet weapons while staying as 
far back as possible and circling to avoid 
melee attacks. You can also throw in the 
occasional blade slash. 

When Mynce is somewhat hurt, she 
starts running up the stairs. Follow her at 
a distance. 

Mynce may pause at certain landings. 
Instead of catching all the way up, hang 
back and shoot at her from below, then 
chase her again when she takes off. 

After crossing to a different tower, it’s 
time to complete the battle. Trigger a 
Blood Rage and start your usual circling, 
slashing routine. If you lay it on thick, 
you'll emerge victorious. 


Mobile Armors are giant, mechanized 
tanks. They have three weapons: a high- 
speed machine gun, a rocket launcher, 
and a grenade launcher. 

These mechanical beasts are incredibly 
powerful. You encounter them a few times 
during the game, and your tactics depend 
on the situation. 


primagames.com 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDI 


Extremely powerful weapons and extraor- 
dinary durability are the hallmarks of the 
Mobile Armor. 

! 

| 


. Extreme sluggishness is this vehicle's only 
. real weakness. 


Rayne must fight several of these things in 
Unholy Mecha. Fortunately, she's piloting 
one herself at the time. 

The two keys to victory are to continu- 
ally move sideways (it's slow, but you need 
to avoid a few rockets) and repeatedly fire 
your weapons. 

Strafe from side to side. You can't avoid 
everything, but every rocket you dodge is 
a plus. 

Press and hold the machine gun button 
while aiming at the enemy's lower torso or 
upper legs. Meanwhile, periodically tap 
both the grenade and rocket launcher but- 
tons. Stay back far enough so you don't get 
hit by your own grenades. 

Stay on target at all times. If the 
machine gun overheats, let up on the trig- 
ger for a while, then press and hold the 
trigger again. 

When Rayne encounters a lone Mobile 
Armor in The Bridge, it's a different story 
because she's on foot. In this case, she 
needs to destroy it with three Panzershrek 
г shots. Constantly retreat, using Dilated 
Perception, and briefly switch over to 
Extruded View when you take your shots. 

г Aim low, as the Mobile Armor is constantly 
| descending. Don't let it get too close. 


——————— ————————————————————— 


| 

| 

| 

| 

| Hedrox is an ancient vampire chieftain 

| who replicates himself. For example, if you 
hack off Hedrox's limb, the body grows a 
new limb—and the severed limb grows a 
new Hedrox. 

The term *Hedrox' therefore refers to a 
group of creatures that act more or less 
like an individual. 

Each individual Hedrox can make its 
own decisions but shares the other 
Hedrox's thoughts. Subsequently, Hedrox 
is slightly insane. 

| 


Hedrox is fast and hits hard. It can leap 
through the air and deal severe damage 
on impact. 

Beyond that, don't worry; you don't 
fight Hedrox in a conventional sense. 


Hedrox is killed by water. 


Windmill, you don't actually fight it. You 
just need to avoid it while you break 


| 
| ee 
When you encounter Hedrox in The 
building supports. 

| 


If you position the supports between 
Hedrox and Rayne, Hedrox will often leap 
through the supports, doing your job 
for you. 

When all six supports on each of the 
windmill's two levels have been 
destroyed, all but one Hedrox is killed— 
and the survivor flees. 


The twins are senior Nazi olficers who 
throw bladed swastikas at Rayne. 

Born as Siamese twins, they were 
separated at birth; each is missing one arm. 
Nevertheless, they are both proud and vain. 

Their most noteworthy characteristic 
is neither a strength nor a weakness—just 
an oddity. When you hit one twin, the 
other twin is damaged. 


The twins are mobile. They like to hide 
behind the two pillars in the arena where 
you encounter them. 

Their thrown blades bounce around 
and take indirect paths, so they can hit 
Rayne even if they don't have a line of 
sight with her. 

The twins are durable. And because 
they look the same, if you don't pay 
attention, you ll end up attacking both of 
them (and spreading out the damage) 
rather than focusing on one of them, as 
you should. 


| When one twin dies, the other immediately | Pick one twin and chase him around 
follows (regardless of whether he's 
damaged or not). 

Both guns and melee attacks injure 
these officers. 


! 
| 


i 


Use Dilated Perception for this fight. 

One strategy is to destroy one of the 
two pillars by rebound kicking, thus 
removing one twin's cover—but this move 
is unnecessary. 


| 


B 


M. [2 
Re 


the pillar. Shoot him with bullet weapons — 
and hack him with melee attacks. He 
occasionally gets behind the pillar, but 
Rayne is fast enough to catch him, 
especially given all the reaction time 
provided by Dilated Perception. 

If both twins congregate in one area, 
keep after the one you've been fighting 
and ignore the other. Your target's cloak 
and hat fly off once you deal significant 
damage, so if you're attentive you can dis- f a 
tinguish him from the other one. i3 

Blood Rage allows Rayne to inflict 


massive damage. Stay close and hack furi- — — 


AME 


ously, and you'll eventually win the battle. 


EU 
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Ук. Aye 


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{1 


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PRIMAS OFFICIAL STRATEGY GUIDE 


| BELIAR 


[а 678 


Jurgen Wulf is a World War І war criminal 
who fled to South America to escape 
punishment. While there, he learned of 
powerful supernatural relics and founded 
the GGG. 

The relics he seeks are parts of a 
demon named Beliar. Some of these relics 
are now part of Wulf's body and give him 
special powers. He possesses Beliar's ribs 
(provide toughness), teeth (allow him to 


breathe fire), eye (gives enhanced percep- - 


tion, which translates to supernatural 
speed), and hand (allows burning, 
slashing attacks). 


Wulf appears in the endgame, along 
with Beliar. The strategy for fighting him 
is quite complex; it would be a waste of 
space to repeat it all here. Refer to the 
appropriate spot in the walkthrough for — 
full details on Wulf, his capabilities, and 
how to beat him. 


primagames.com 


According to some myths, Beliar was the 
original devil. When Lucifer fell from 
heaven, he usurped Beliar and ripped him 
into a thousand pieces. These pieces are 
the relics that Jurgen Wulf collects. 

Beliar slowly grows bigger and 
stronger throughout the course of his 
fight against Rayne. He's an incredibly 
powerful enemy. 


Beliar appears in the endgame, along 
with Jurgen Wulf. Refer to the last part of 
the walkthrough for full details on how to 
beat him. 


GENERAL STRATEGY 


This section provides a toolset of general techniques for getting through the game. Refer to the walkthrough sections when you're stuck, 
but the following tips will minimize the number of times you need those explicit walkthroughs. 


COMBAT 
STRATEGY 


Here are a few tips to improve your 
combat skills. 


WHEN TO USI 


MELEEOAL TACKS 


Rayne's standard melee attacks, triggered 
by repeatedly pressing the attack button, 
are her most basic form of attack. 

These attacks are less exotic than 
those using the harpoon or the Bloodlust 
meter, but they're also the most useful. 
You can hack and slash through most 
enemies with these attacks. 

Melee attacks are preferred any time 
you face a noncritical situation. They 
allow you to damage your enemies while 
conserving your guns. Additionally, they 
build up your Bloodlust meter. 


ba, „ сеа 


Use guns whenever the situation is too 
difficult for melee attacks alone. 

For example, a large room filled with 
SS troopers and other powerful enemies 
is tough to clear with just melee attacks. 
Rayne will take damage from the 
weapons trained on her. 

In this situation, thin out the toughest 
enemies with guns. Then take over with 


melee attacks, or by feeding on individuals. 


Guns are essential when fighting 
enemies whom you must destroy quickly 
(such as soldiers with rocket launchers) 
or bosses who are partially immune to 
hand-to-hand attacks. 


WHEN TO USI 
BLOOD RAGE 


4 € 


Save Blood Rage for tough enemies or 
for large groups of enemies. 


It's also useful in Louisiana for times 
when you fight while standing in the water. It 
slows things and makes your situation more 
manageable (in the absence of Dilated 
Perception, which becomes available when 
Rayne progresses to Argentina). 


Rayne can safely feed on a standing enemy 
in most situations. Here are the exceptions. 

She cannot safely feed if several ene- 
mies with decent guns surround her. If the 
enemies are in one direction, she can turn 
her victim and use him as a human 
shield—but if enemies are all around her, 
they'll shoot her. She may lose health 
faster than she gains it through feeding. 

Rayne cannot safely feed if a nearby 
enemy has a panzer or grenades. These 
explosive weapons can inflict terrible dam- 
age. Hop off the victim and get out of the 
way if one of these weapons appears in 
enemy hands. 

Rayne has to be careful about feeding 
on a lesser enemy while in the presence of 
a boss. Use Dilated Perception when doing 
this, and keep an eye on the boss. Be 
ready to leap off and continue the fight at 
a moment's notice. 


B 


{4 


Maximizing damage means sticking close 
to the target despite its evasive maneu- 
vers. If you allow the enemy to drift off, 
Rayne's attacks will miss their mark. 

This is important during Blood Rage, 
when Rayne uses her high-kicking, spin- 
ning attacks. Mobile enemies can slide out 
of the way of these attacks, so constantly 
adjust Rayne's position in midair to keep 
the target in range. 


fip 


Some enemies, such as 
Daemite Warriors, can hurt 
Rayne if she gets right up and 
touches them—so maintain a 
precise range. 


The rule of thumb for avoiding damage is 
to circle the enemy. Any foe can hurt 
Rayne if she stands in front of him or her. 
but no foe can mount an effective attack if 
Rayne slides behind him or her. 


primagames.com 


OFFICIAL STRATEGY Gt 


Dilated Perception slows things down 
and makes it easier for Rayne to react to 
the enemy, adjusting for every movement 
and staying to the side or rear. 

Staying to the side or rear is trickier when 
you face several opponents. One technique is 
to run around and separate the foes so you 


can circle each one individually. 


This method only works on 
slow enemies without potent 
long-range attacks. 


_ Another method is to trigger Blood Rage 


| or use weapons to thin out the group. 


Rayne automatically aims bullet weapons 


at the nearest enemy or enemies. However, 


she must aim grenades and rockets. 
The difficult part with rockets is getting 


the elevation right. Too high and the rocket 


sails over the target's head; too low and 
it hits the ground, possibly even hurting 
Rayne. 

Experience is the only teacher when 
aiming rockets. It also helps to use Dilated 
Perception, which gives you more time 
to aim. 


Note 


When Extruded View becomes 
available, use it to aim rockets. 
Switch from Dilated Perception 
to Extruded View, line up a shot, 
fire, then leave Extruded View 
before a counterattack hits you. 


IM 


Grenades are not easy to aim, even when 
Extruded View is available. There are 
some tricks to help you, though. 

Aim for the enemy 's feet, and use the 
natural terrain to your advantage. For 
example, wait until the enemy is standing 


. at the base of a slope, then throw the 


grenade. The slope prevents the grenade 
from going too far past the target. 

Finally, if you want a grenade with a 
short fuse, “cook” it by holding down the 
fire button for a couple seconds before 
tossing it. It'll explode shortly after you 
throw it. Be careful not to hold it too long. 


Bosses are a diverse lot. In addition to 
their raw power, some bosses have 
unusual strengths and weaknesses and 
you must beat them with specialized tac- 
tics. This makes it impossible to outline a 
single formula for beating them all. 
However, common threads do exist. 


' Bosses are vulnerable to Blood Rage. 
In some cases, it's the only way to 
damage them. Enter every boss fight 
with a full Bloodlust meter. 

* Some bosses are vulnerable to guns, 
so keep a big arsenal on hand. Even 
bosses that aren't vulnerable to guns 
may flinch when you hit them, and 
that buys you time. 

+ Circling and staying behind the boss is 
usually just as effective a strategy as it 
is against weaker foes. 

“Many bosses strengths or weaknesses 
derive from the level in which they 
reside. Pay attention to the surroundings, 
always looking for possible dangers or 
opportunities. 


It helps to have a general strategy for | 
exploring a new level. You can always wan- 
der around until something happens, but 
that doesn't work so well on the more 
complicated levels. 


Explore every room in the level. Take it 
slowly or you'll miss semi-hidden weapons 
and weak spots in the walls. 

Running through the level at top speed 
is a surefire way to become confused, 
especially when you're in one of the more 
complex, multifloor levels. 


Crates, barrels, and other destructible 
items often conceal weapons. Sometimes 
they conceal a doorway or a vital weak 
spot in the wall. 

Make a habit of shredding everything 
in sight. 


Some levels are small and linear, but the 
minute Rayne arrives in Argentina she 
deals with more complex environments. 
Often, you can't reach your goal by 
moving straight toward it. For example, if 
you're on the first floor and your goal is 
too, you aren't guaranteed a clear path to 
it. You may have to venture down into the 
basement (or up to the second floor), 


move around, then return to the first floor 


at another spot. 


It's already been mentioned, but it's vital. 
Constantly watch for breakable spots as 
these are often the key to progressing in 
the level. 

Flimsy doors, weakened walls, and 
glass windows are obvious targets. Some 
targets are easy to overlook, however. 

For example, Rayne may find a long 
row of barred, unbreakable windows. It's 
easy to discount them and leave, but 
keep looking. You might find a single 
window in the row without bars. 


Rayne doesn't need to use stairs. She 


. can jump from one floor to the next, 


except in rare cases where ceilings 
are extremely high. 

Always look for balconies, overhangs, 
and galleries where multiple floors over- 


look a courtyard. These are easy places for 


Rayne to climb or descend floors. 


(У 


ee 


RAYNE:) PRIMA'S OFFICIAL STRATEGY GUIDE 


s section guides you through the first of three major game locales—the small bayou town of Mortton, Louisiana. 

A strange and terrible plague has struck Mortton, turning townsfolk into mutated horrors and spawning spider-like 
abominations that the locals call “Maraisreq,” or “swamp monsters.” 
e This small region provides a good introduction to the tougher challenges of later levels. 


Seri эд 


This training session takes place in the 
swamps near Mortton. You can skip the 
initiation, but it's quick and informative. 
Ж. Start/Level Entrance It's recommended that you complete it. 
FIN End/Level Exit The training session is led by Mynce, a 


Note: This Legend corresponds to every map in ET , 
= Locked/Blocked Path tha kosk Refer Dackckd ti page if you have any dhampir with powers equal to Rayne's. 
> Unlocks from one side questions. 


Ж. Breakable Path 
® Target 
a Switch/Lever 


Ф WAS M1917 Pistol @ Greaser Submachine Gun @ Double Barrel Shotgun 

©) WAS Double-Action Pistol {@ SMP34 Submachine Gun @ MI9ISGAR Machine Gun 

Ф Cole 44 Pistol (8 Greaser Апі Large Submachine Gun Q9 Kaxik MG08 

Ф Walthurm PP Pistol #Ф SMP34 Artil Large Submachine Gun @ MG32 Machine Gun 

© Mauz 9mm Pistol dB Bergstein MP28 Large Submachine Gun @_MG06 Machine Gun 

© Leug P08 Pistol #6 Blitzewehr 32 Assault Rifle @ Granatewurl Grenade Launcher 
Ф) сис POSArtil Pistol ФФ 77632 Assault Rifle @ Panzerfaust Rocket Launcher 
© Springbrook Rifle #8 33 Sniper Rifle @® Panzershrek Rocket Launcher 
©) Winkesler Rifle #9 Breaning A5 Shotgun [. Dynamite 

#0 Kennings Rifle d Ethica 33 Shotgun d) Grenade Mynce shows you how to jump long dis- 
tances. Follow her lead, and jump across 
the water. Hold down the jump button; the 
longer you hold it, the more air you catch. 


(6  primagames.com 


Next, Mynce demonstrates how to 
“tightrope” by leaping onto a power line. 
Follow her lead. Steer yourself in midair; 
hold down the jump button for the highest 
possible jump. 


Mynce: Locked, And the windows are blocked. 


After following Mynce along the power 
line, you appear beside a shotgun shack. 
Watch Mynce break down the door with a 
rebound kick. 


Inside, Mynce points out a weak section of 


wall. Rebound kick the wall to open a 
door way. 


б 


@ Ў Po, 
KN У 


Mynce instructs you to kill the Mutate 
beyond the door. Hack it apart with 
vour blades. 


You move to another shack, where Mynce 
demonstrates combo attacks on another 
Mutate. She points out a Mutate for you to 
attack. Switch to Aura Vision and note the 
blue glow. 


saa: CTUARY 


BIG WALL 


A cutscene shows Rayne and Mynce driv- 
ing to Mortton in a fan boat. Mynce enters 
the nearby church. 


Either hack the Mutate with blades, or 
feed on it if your health has been 
damaged. 


Note: Refer to page 26 for the Map Legend. 


Follow Mynce into the church as soon as 
you get control of Rayne. 


ML Sid 


ҮМБ.) PRIMA'S OFFICIAL STRATEGY GUIDE 


Mynce: That wall stretches across the whole town, Thirty 
high. 


Mynce meets you next to the wall. She Jump onto the nearby power line, and fol- 
tells you to destroy the Biomasses that are low it into the swamp. 
generating the monsters. 


CITY OF THE DEAD 


Dt EK] 4M s. 


Inside, after a brief conversation with 
Mynce, pick up the guns scattered across 
the floor. 


Exit the church and proceed toward the 
massive wall that encircles the town. (It 
glows blue if you use Aura Sense.) 


Note 


Even if you don't use Aura 
Sense, your current objective is 
always visible as a blue glow- 
ing dot on the compass ring in 
the screen's lower-right corner. 


Kill any Diseased and Mutates in the 
immediate area, then hop across a couple 


Outside, kill several Mutates and island covered with tombstones to your of tombstones to get onto a second 
Diseased. Practice fighting; there's no right. Jump onto it to avoid the water. power line. 
rush. Proceed toward the wall. 


Follow the power line. It eventually 
descends into the water, but there's an 


(8 ргітаватеѕ.сот 


After moving a short distance along this The first Biomass is at the edge of the 
power line, Rayne thinks she sees a map, in a corner of the giant wall. An 
Biomass in a small mausoleum. You re ellective way to destroy it is to run in | 
automatically placed beside the mau- slashing, then trigger Blood Rage. | 
soleum; jump inside. | 


| 

| When the conversation's done, go 

| through the door in the giant wall to 
exit the area. 


When the Biomass is destroyed, Mynce 


There's no Biomass here; it's just a cluster | appears near a mausoleum behind you. | E 
of Maraisreq. Kill them all. She opens the mausoleum and discovers a | ~ 
survivor, then tells you to direct any sub- 
sequent survivors to this place. | 
| 
і 


Exit the mausoleum through the door you 
entered, and move toward the blue dot 
that represents the Biomass. Jump along 
the tombstones and small islands to avoid 
the water. 


Note к= 


Water damages Rayne, so jump 
carefully. Hold down the jump - 
button for maximum air. If you 
come up short of your target, 
press jump again before hitting 
the ground. This initiates a 
rebound kick, which gives you 
some extra distance. 


арн 


| 


Make your way along the path indicated 
on the map. You must jump across a few 
small islands to avoid the water. The first 
jump is the toughest. 


Note 


If you're a good jumper, you can | 
avoid the water completely. | 
Jump from the starting point — — 
onto the roof of a flooded car, — 
then to the first small island. — . 


ЕЕЕ] 


Stand іп front of the first house, labeled 
"House #1” on the map. Jump onto the 
power line that passes in front of it. From 
there, jump onto a corner of the roof. 


30 


primagames,com 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


ptt e gee doi Pye SF 


B "s a T" I 
rt 21 i 
Ф | pe” — 
s PE el а 


гөр ers = 


“Press jump again in midair to — 
rebound kick. This technique — 
. gives you extra distance for | 
| long jumps (like this опе). | 


Run along the roof to the back of the 
house. Look down. Drop onto the back 
porch and enter the house through the 
back door. 


dE Lor a e —— 
Bearers = ae 

. Use the back door; the front | 
| door is locked and barricaded — 
from the inside. | 


Inside, the hallway is blocked. Look for a 
breakable wall and smash it. A survivor is 
holed up in here; Rayne automatically 


sends him to the mausoleum. 


Exit the house through the front door after 
smashing the chair that's jamming the 
door shut. 


Enter the other nonflooded house, labeled 
"House #2” on the map, by smashing a 
weak spot on the side wall. 


Inside, the hall is blocked, so smash 
through the bedroom wall. Beyond it is 
the Biomass. Hack it with close-range 
attacks, and trigger Blood Rage as quickly 
as possible, then finish the job. 


tr oo ee 
Lu points in the game, 

(like right now) Rayne gains 
extra attacks. These points are 
predetermined, so don't worry 
about missing any. 


_ Don't go downstairs. It's 
pan 


pennn 


Exit the house through the broken win- 
dow. Outside, locate the power line lead- 
ing to the next map. Get on it and exit. 


Kazi: Marassa, Fancies ‘erself Marie Laveau, Voodoo 


Ae Saw 
priestess. о ЧУ, 


In the front room, you encounter an old 
lady named Kazi, who tells you about a 


Go outside, then jump onto the roof of suspicious local resident. Rayne automati- 
House #4. It's a single-story house, so cally sends her to the mausoleum. 
you can get up there easily. 


TOWN HAL 


PR ы 7а ч er а: 


FLOODED 
WAREHOUSE 


Jump into House #3 by rebound kicking 
off the roof and through one of House 
#3's three upstairs windows. | 


das | 
ARS pri t 
wn 
^ Eus 
MIST RRS deque oe | 
d | 
| 


UPPER,FLOOR 
WINDOW 
(BREAKABLE) 


Even if your rebound kick doesn't 

smash through the window, you'll 

catch the window ledge. If that l 
happens, slash the window open 

and drop inside. 


mee aeee 


L 


The town hall dominates this island. Circle 


Follow the power line to the top of a par- 
| tially sunken warehouse. Leap onto the | it, killing Maraisreq, Diseased, and 
big island to your right. Mutates along the way. 


31 


Locate dynamite on the floor of the back 
room. It'll come in handy later. 


B ODURANE.J PRIMA'S OFFICIAL STRATEGY GUIDE 


eo ай ш 


The town hall's ground-level entrances are | There's a breakable section of interior wall | Enter the flooded warehouse through a set 


sealed, so examine the second floor to find | next to a locked door. Destroy it. On the of unlocked double doors at ground level. 
a window covered with flimsy boards. | other side, you find another survivor, ‚ Run as quickly as possible to avoid 
who Rayne automatically directs to the excessive water damage. 


mausoleum. 


From the ground, rebound kick through 
that second-floor window. Kill the 


Inside, run through an open doorway into 


Maraisreq and Mutates on this floor. Collect weapons, including dynamite, from | the room with the Biomass. Jump onto an 
the jail cell where the survivor elevated platform to avoid further water 
was trapped. damage. 


| 

| 
| 

| 


Destroy the Biomass by selecting your 
the base of the stairs that opens dynamite and throwing a stick or 
from the inside. m two at it. Optionally, start a Blood 


Exit the building through a door near 


f Rage, jump into the water, then 
- O — quickly kill the Biomass. 


Be 


Um aS hN 


2 a >, 
СМА, 


è - 


f THE BEAUREGARD HOUSE 


леа Noc 


Note: Refer to page 26 for the Map Legend. 


BATTERY 


Du 


Quickly exit the warehouse and get back 
to dry land. The fastest exit is a single 
door located beneath the elevated 
platform. 


*. 


* 
е 


P. 


———————— 


Run to the other end of the island, where 
you find a power line leading into the 
swamp. Jump onto it and follow it to the 
next map. 


After destroying various Maraisreq, 
Diseased, and Mutates, head to the house 
and get onto the roof. The easiest way is to 
jump onto the deck, kill the Diseased, then 
jump onto the roof. 


Drop off the power line and run toward 
the large, two-story manor house. 


UE 


©. 


33 


34 


нь Ч 


Drop through the chimney to get inside 
the house. 


Inside, fight your way upstairs. In one of 
the upstairs bedrooms, break an interior 
wall to reveal a father and daughter. 
Rayne automatically sends them to the 
mausoleum. 


А 
* 


Go downstairs to find a broken lift in a 
room adjacent to the bathroom. Rayne 
comments that the battery is dead. 


primagames.com 


RAYNE«J PRIMA'S OFFICIAL STRATEGY GUIDE 


Exit the house. Go into the garage. The basement contains a Biomass. It's also 
dco ar A flooded. Hack apart the boiler and the 
Ui. — —- water drains out. 
"TRA I UE. e 


=— 


| The actual garage door (the one 
а car would drive through) is 

| locked and unbreakable. Enter 

| through the door beneath the 

_ Stairs pees " to the deck. 


| 
| 
Trigger a Blood Rage as quickly | 
as possible, then run up and 


| slash the boiler. Shooting the 


um | 


as 


boiler with weapons is tough 

because Rayne tends to aim at 
_ the Maraisreq generated by the 
Biomass. 


Grab the battery from the garage. 
It's sitting in a corner, near the car. 


Regardless of whether you take out the 
boiler, you need to destroy the Biomass. 
Trigger a Blood Rage and rip it to shreds. 


Return to the lift and slash at it with your 
blades. Rayne replaces the battery, and 
the lift starts to descend. 


Get back on the lift. Slash the controls to 
activate them, and return to the main 
floor (or just jump up). Exit the house. 
Locate the dock, and follow a power line 
leading off the dock and into the swamp. 


| COLONIAL POWER | 


E 75A ыт ыл SEL Baca 


GENERATOR 


solid ground. Get inside the Colonial 
Power building. It's a three-level structure, 
and you enter on the second level. 


The lower level is flooded. Run to the top 
level, then jump through the glass window 
al of a control booth. 


Drop off the power line when you reach 


Note: Refer to page 26 for 
the Map Legend. 


Slash at a lever in the control booth. 
Rayne activates the lever, and most of the 
water drains out of the lower level. 


T. 
or 
x 
why 
$ 


35 


36 


ODRAYNE.J PRIMA'S OEFICIAL STRATEGY GUIDI 
| CITY OF THE |жж 
DEAD, а 
REVISITED | 


Rayne now reappears in the City of the 
Dead. Watch as a Maraisreq eats Mynce 


| | 

| and the gathered survivors are killed. Only | 

| ; | x 

| then do you regain control of Rayne. 
rhe remaining water is still electrified. | | Run into the mausoleum to collect 
Look for a generator on the lowest level, IR _ weapons From the floor. 


and shoot it repeatedly from above (or 
throw dynamite) to detonate it and 
destroy the electricity. 


A Maraisreq kills Mynce, and the collected 
survivors are overwhelmed. You re 
powerless to help. 


Rayne is ready to go downstairs. Get down 
there and destroy the Biomass. Slash it O LD TOWN 
until vou can Blood Rage, then quickly ~ M. a. 7A EEE E "Aer nf 
finish the job. 


Exit the mausoleum. Go through the hole 
in the wall (the one the Maraisreq just 
made) to move to the next level. 


- wc ne м н=_—_———. шшш» 


When the Biomass is destroyed, you're 
automatically taken to the next level. | ——- 55 


This level requires Rayne to chase a retreating Maraisreq. The game ends in failure if she 
allows the Maraisreq to get too far away. 

The map shows the correct path through the level. The following is not a step-by-step 
walkthrough, however. There are so many seemingly identical houses and power lines 
that the description would be confusing. 

Keep pace with the Maraisreq. Getting too far behind (or ahead, or off to the side) 
results in failure. Periodically stop and look for the creature. 

Ignore your enemies on this level; instead concentrate on giving chase. 


primagames.com 


Note 


Killing the Maraisreq also ends 
the level; don't fire your 


you close to the Maraisreq at all times. rowboat and proceeds to the next level. 


weapons, as you might acci- | | 
dentally destroy it. Use your | | 
blades to kill nearby enemies— | | 
or ignore them and keep | As the map shows, there are no true dead | At the end of the line (literally, it's the end 
moving. | ends, but there is a best path, which keeps | of a power line), Rayne commandeers a 
| 


QUEEN OF THE 
UNDERWORLD 


Note: Refer to page 26 for the Map Legend. 


Jump onto the roof of the house in front of 
you. Run along the roof, then jump along 
a series of three parallel rooftops. If you're 
injured, snack on one of the two Diseased 


standing on the last house. QUEEN 


From here, follow the Maraisreq; refer to 
the path drawn on the map. If you lose 
sight of it, proceed as quickly as possible. 
Your path is linear. Run along power lines 
and hop from rooftop to rooftop in order 
to avoid the water. 


This level is dotted with small islands and 
grounded boats of various sizes. Build up 
Rayne's health to maximum, then take on 
the source of the plague. 


Hop across the scattered islands and 
| ships. Feed on the few Mutates and 
| Diseased running around the islands 
until Rayne is in peak condition. 


Ji 


38 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


Go to the spot marked "Queen" on the Alternately, fire your guns to get rid of her | Regardless of how you do it, you eventually 
map. The blue dot on your compass ring legs. Shotguns work great. Circle the take off a couple of the Queen's legs. Circle 
(lower-right corner of the screen) helps Queen and evade her deadly attacks as around to her back, where she can't bite you, 
you locate the spot. you do this. and finish her off. 


| Тһе legs can regenerate. If they 
. do, hack them off again. | 


Cue AL 
"EA | ы 


‘i 
md. AAT 
RET гал о”? 


iu 


W hen you reach the spot, a huge If neither dynamite nor guns work, hack 
Maraisreq—the Queen of the the Queen's legs with your blades. Initiate 
Under world—appears. a Blood Rage as quickly as possible; it's 


necessary so you can deal damage quickly. 


| M you aren't ready to initiate a 
Queen. Attack the Queen when 


When the Queen dies, Rayne discovers a 
glowing rib in the carcass. At first, it's 
merely a curiosity, but then the rib mali- 
ciously embeds itself in Rayne's body. 
Jurgen Wulf, an enigmatic German, 


smaller Магаіѕгед that the 


Queen produces. This allows shows up while Rayne is paralyzed with 
you to build up to a Blood Rage agony. He forcefully extracts the rib from 
without getting close to the Rayne's body 


Regardless of how you do it, the key to vic- 
tory is to cut off a few of the Queen's legs. 
One way is to fight a retreating battle by 
throwing dynamite, then charging in when 
the Queen topples. 


The curtain closes on Louisiana. You ve 


Blood Rage, hack apart the 
're in full Blood Rage. 
you HUN d completed your first mission. 


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WALKTHROUGH: ARGENTINA 


-чаупе% next mission takes place in Argentina. She's to investigate and attack a branch of the German military devoted to 
the occult. It's called the GGG. 


The GGG is looking for artifacts, and it's built a large base in Argentina to aid in the search. Rayne 's job is to 


, | kill several key GGG and SS officers while learning more about the GGG's goals. 


This section of the game takes place indoors. Many levels contain two or three floors. In these cases, there's 
a separate map for each floor. 


uu a 


тн du. 

Rayne can always jump up a 
single floor. For instance, if 
she's on the second floor, she 
can jump to the third floor. Of 
course, to do this she needs to 
be in an open area with a view 
of the upper level. 


CAVES 


INFILTRATION & EXECUTION 


There's a lot more going on here than 
in Louisiana. Read the walkthroughs 
carefully and pay special attention to 
the notes. 


TO THE BARRACKS 


Infiltration & Execution, first floor 


Infiltration & Execution, second floor 


INITIAL STARTING 
POINT 


COLONEL MEKAY STAIRS DOWN 


Infiltration & Execution, third floor 


OE ee TO COMMUNICATION 


FIRING RANGE BREAKDOWN 


9 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDI 


— н" "d 


Infiltration & Execution is a "hub' level with several exits leading to other levels. You | 
revisit this level several times, first taking one exit, then performing a task in the level it 
leads to, then returning to take a different exit. 

You can visit the next few levels in any order you choose. However, sticking with the order — | 
presented here is recommended. 


Note 


Regardless of the order in + ШОШ С As mentioned in the “Enemies” 


which you assassinate the р - | section, you can feed on SS 
German officers, the /ast killed "m. troopers, GGG troopers, and 
officer drops an important key. low-ranking officers. The easi- 
est way is to shoot them a cou- 
ple of times (as they can't block 
gunfire), get behind them, and 
ВЕ pO then feed. Easier still, just gun 
Proceed into the level, killing guards and ihem down. and өй anicasin: 
breaking alarms. Use the maps to targets. Refer back to "Enemies" 
guide you. for more. 


т BORE eio! 


You gain the Dilated Perception 
vision mode as you start this 
level. Use it whenever the 
action gets especially rough. It 
slows things down so you can 
make better decisions. 


|| *| "|I coe. 


blades or light guns to whittle them down, 


Make your way to the southwest part of 
then feed on the rest. 


the map, where you find a big open area 
with all three floors exposed. There's a 
vehicle parked on the lowest floor. 


Note 
| 
| 
| 
| 
| 


| 
Deal with groups of soldiers by using | 
i 
| 


As the mission starts, Rayne is inside a 
lookout area on the second floor. Kill the 
solider and break the alarm on the wall. 


Note 


Get in the habit of breaking 
alarms. If you leave them alone, 
they can be used to call swarms 
of reinforcements. 


.. You encounter SS troopers as well. Later, 
you also see Unteroffiziers (low-ranking 
common officers), and still later, GGG elite 
troopers. These enemies can all block 

| some of your blade attacks and repel your 
feeding attempts. | 


. Locate a stairwell leading up to the third 
| floor, or simply jump up there. 


4()  primagames.com 


COMMUNICATION 
| BREAKDOWN 


P ~ » 4 
LI 


DS" XM 
A 


Colonel Braun Mekay, one of your targets, 
is here on the third floor. Refer to the third 
floor map. Break through a door and 
attack him. 


Note 


The officers on your hit list are 
very durable. A good plan is to 
kill the common soldiers in the 
area while staying out of the 
officer's sight. Then get very 
close to the officer and fire 
heavy guns or trigger a Blood 


STAIRS 
TO 22ND 
FLOOR 


Note: Refer to page 26 for 


Rage. A few seconds of MAJOR ).А. COTTER the Map Legend. 
close-range gunfire (or Blood QN : 

Rage attacks) can take down Communication Breakdown, first floor 

she GE eor ea SLATES OSE NEAL ICE VET EN ССГ RENS AE ES 


LIFT 
(NEEDS 
BATTERY) а ия n RS 
: : S : lO 
: : : | 5 
FLOOR 


tas eee tee 


You've just killed the only target officer on 
this level. Now you must visit different levels. 


& EXECUT I QRS X 


Communication Breakdown, second floor 


Get back to the second floor, and run to 
the spot marked *To Communication 
Breakdown.” Slash the levers to open the 
doors and exit the level. 


| 


41 


4 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUID] 


аа 


Communication Breakdown, third floor 


SOLDIER WITH BATTERY 


B. 
AND 
FLOOR 


TO 
THULE 
CHAPEL 


EXPLOSIVES 


Fight your way to the stairwell and go 
upstairs. 


f 


и 


COMMUNICATIONS ARRAY 


The soldier with the battery is upstairs. 


Communication Breakdown is another three-floor level. You enter on the second floor. His general location is marked on the 
There's a communications array on the third floor (it's useful later), and the officer you map. Fight through to him and kill him. 
must kill is hiding on the first floor. You automatically collect the battery. 


a САИНЦИНЫИЦИЦНЦННЦН ЦРНИ 
4 b 


Travel through the second floor, killing As you approach the spot labeled “Lift,” | Go back to the second floor and stand on 
soldiers and destroying alarms. Don't miss | you catch sight of your target, the Major | the lift. Slash the contr ols. Rayne replaces 
the Panzerfaust located in a crate in the General of Intelligence, fleeing down the | the battery and takes the lift to the 
southeast quarter of the level. . lift. A soldier takes the battery from the apta 

St get — lift, rendering it inoperable. 


д, 9 


9 T” = 


| pet ae — 


|! You may wish to save the 

. Panzerfaust for your upcoming 
_ battle with Thule High Priest 
Моп Blut. 


| 
I 
x ES | 
iV Ж LS | 
| 
{ 
| 


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You can't defeat Von Blut by simply charg- — — 
ing in. Instead, hide behind a pillar until — 
he starts reloading his machine gun, then i 5 
rush behind his pulpit. A 


i але EEE 


The first floor is small. Fight the soldiers, — ^ Go back to the third floor. Take the exit 
then take out the Major General. As usual, | labeled “To Thule Chapel.” 

heavy weapon fire from point-blank range 

is the easiest way to finish him off. 


THULE CHAPEL 


x» 
e 


ET 

Q * чё 
C 

к 


HIGH PRIEST 


mec KA 
$ 535 


The pulpit moves to the other end of the 
room. As it does, you have a few seconds 
to shoot at Von Blut's unarmored back. If 
you saved the Panzerfaust from the last 
level, use it now. 


Җ EI 
- еы жы а EYE 
A USE OT fee omae 
~ 


Use Dilated Perception to slow 
things down if you're having 
trouble. 


Repeat this technique until Von Blut is 


Work through the level. Eventually you Alter your conversation, it's time to kill dead. He drops some documents; pick 
find the chapel itself, where you confront Von Blut. He retreats into a steel-plated them up. 
Thule High Priest Von Blut. pulpit, complete with a front-mounted 


machine gun, and starts to attack. 


43 


44 


BREAK 


Refer to the “Enemies” section's 
entry on Von Blut if you need a 
more detailed explanation of 
how to kill him. 


through the doors. You reappear in 


| 
| Return to the level entrance and go 
| Communication Breakdown. 


| 
COMMUNICATION 
DOWN REVISITED 


E 
^v» s. 


Se 
t 
ж 
" 
$ 


lemni 


b 


li 


Take the stairs to the second floor and 
the Communications Stack and slash it. head back to the spot labeled “To 
Rayne places the dynamite. Get away Infiltration & Execution." Exit the level. 
quickly, or you'll take damage in the 

| explosion. 


Locate the Communications Stack. It's on | When you've got the dynamite, return to 
the third floor. Slash at it to activate it. 


О 
жу 
ek 


You're ordered to destroy the Stack. Locate © 
some dynamite; it's here on the third floor 
behind a breakable wall. Refer to the map. 


Back at Infiltration & Execution, go to the 
exit labeled “To The Dock." It's located on 
the first floor. Refer to the map if you 
need help. 


| E 
primagames.com E 


INFILTRATION & EXECUTION: SECOND VISIT 


THE DOCK 


af d 


LT. COLON E = The Dock, first floor 
REINHARDT Ea 


ENGINE ROOM 


HIGH ENGINEER 
GUSTAFSON 


The Dock, third floor 


The Dock has three floors, though the third floor TO INFILTRATION Note: Refer to page 26 
is little more than a catwalk in the engine room. & EXECUTION for the Map Legend. 
You start out on the ground floor (floor 1). 


ME ME 
Grab a heavy machine gun from the 


halftrack near the level entrance. It's 
useful for killing officers. 


"ыс A ————————— 


ENGINE ROOM 


The Dock, second floor 


45 


RAYNE.) PRIMA’S OFFICIAL STRATEGY GUIDE 


Alter breaking the door, back out, kill the 
ambushers who swarm you, then go back 
inside. Keep moving at full speed. Destroy 
the soldier with the Panzershrek first, as 
he's by far your biggest threat. Then 
jump up to the third floor catwalk and 
kill Gustafson with weapons fire from 
close range. 


Go to the docks. They're north of the level 
entrance. Clear out most of the soldiers by 
luring them into the garage area. 


Smash into the bathroom, break down the 
stall door, and destroy Tischler at close 
range, using constant weapons fire or a 
Blood Rage. 


When most of the soldiers are gone, run 

out to the docks. One of your targets, Lt. 
Colonel Nicholaus Reinhardt, is standing 
on a sub. Jump onto the sub and let him 

have it with the halftrack machine gun. 


| Go back to the second floor. Proceed to | Return to your starting point on the first 
the bathroom where Naval Captain floor, then return to Infiltration & 
Timiteus Tischler is hiding. Along the way, | Execution. 
watch for a soldier with a Panzershrek: 
he’s in the hallway nearby. 


‘INFILTRATION & 
EXECUTION: THIRD VISIT 


Make your way toward the engine room 
(it's labeled on the map). Break down one 
of the doors leading into it. 


“High Engineer Stefan Gustafson 
is in this area, on the small cat- 
walk that comprises the third 


level. You'll kill him їп а Go to the exit labeled “The Barracks.” It's Du. 
moment. . on the first floor. "»r 


| kN ^ a 9 


l| ; 
46 primagames.com P "n 


THE BARRACKS 
ү lis ae om floor Bu 


E If you've done everything in the order pre- 


sented in this walkthrough, you've just 
killed the seventh officer. Reiner drops a 
turnkey. 


Note: Refer to page 26 for the Map Legend. 


ы ы е Уза. У 
= : К Ps хз 


{ 


. The seventh officer that Rayne 


The Barracks, second floor 


| _ kills always drops the turnkey. 
GARRISON | ogni é 
COMMANDER X ) | If you do things in a different 
FROM . order, then a different officer 
INFILTRATION | will drop the key. 


& EXECUTION | 


OWN TO 
IST FLOOR 


There's a locked door near the entrance to 
this level. Unlock it with the turnkey and 
go down the stairs to the first-floor 
parking garage. 


Proceed toward the kitchen area, where Garrison Commander Ruprecht Reiner is 
the Garrison Commander is trapped. You | in the kitchen. Take him down like the 
fight lots of soldiers along the way. other officers. Use machine guns at close 
‚Ог initi Blood R hack 
"n ошро пше Downstairs, you find a number of parked 
im apart. 


vehicles. Grab heavy weapons from the 
| vehicles as you fight. 


4] 


48 


At the spot marked “Lift,” а group of 
soldiers are stuck on the other side of a 
garage door. Throw the nearby switch to 
trap them and crush them with the lift. 


ешеш, 


* aR ry | 
or =... S v. 


Now head toward the level exit. As you 
enter the eastern section of the level. 
Brigadier General R. Wauher gets into a 
jeep and drives away. Follow him. 


) m 1 j i r | t А 
| roceed lo the level exit, passing through | At the end of the hallway, at the spot In the office beyond the windows are more 
a garage door along the way. Hack atthe — 


marked “Pause,” a garage door descends. — | locked doors. Once again, break through а 
Wait here. Walk up to the door to open window to get to a new arca. 
it again. 


switch to proceed to the next level. 


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BAYNE.J PRIMA'S OFFICIAL STRATEGY GUIDE 


|LURKING UNDERGROUND 


Xa 74 ES] 
Note: Refer to page 26 for the Ma quem 


LOCKED BY 
SWITCH 


SWITCH (OPENS 
GARAGE DOOR) 


Upon entering this level, Rayne sees her Beyond the garage door is a big, square 

target (Brigadier General R. Wauher) area. Another garage door is locked, so 

escaping in the jeep. Move down the long уои must jump through the windows to 
| ee the right of it. 


You appear in another garage area. This The Daemites on the office floor spring to When the Daemites are gone, flip the 
area has another locked garage door. Look | life. Kill them all. switch, then proceed through the newly 
up and notice the windows above it. Jump E ы ыа ырл. кл opened garage door. 

up and move through those windows to Note dg A a) 
proceed. са ООДА 


| unusual customers. Refer to the 
“Enemies” section for extensive 
_ tips on defeating them. 


| э 


9 


"a 77:4 To EE ES Wee UN ` Daemites are tough and 
| 


Y The exit elevator is located beyond the 
Б ety d door. Kill more Daemites, then enter the 


elevator to proceed to the next level. 


Beyond the windows you find another 
locked garage door, labeled “Locked by \ 
Switch" on the map. A brief movie plays D E ATH 
when Rayne approaches this door, high- _ Ё 

lighting the switch behind her. ina 


5 QUARTERS 


-— 23> 


RA 


The switch is located in a small office. | 
Most of the office's windows are barred; 
however, there's one lone window on the left 
without a bar. Break through this window. 


FLOODED 
ROOM 


RAMP UP TO 2ND 
FLOOR 


You start on the second 
floor of this two-floor level. 


Death's Quarters, second floor 


Macias 


Note: Refer to page 26 for the Map Legend. E 
49 


——— 


—— 


Blood Rage is the best way to get rid of 
most of the Daemites. You can also use 
heavy weapons to finish the job. 


Proceed east, breaking through a locked 
door along the way. 


Continue east, then south through the cell 
blocks, battling Daemites. At the spot marked “Flooded Room,” 
Rayne encounters a dangerous flooded 


area. Run as quickly as possible to the 


minimize water damage. 


At the spot marked “Brigadier General,” 
Rayne encounters General Wauher and his 
men. They ve all been transformed into 
Daemites. 

— When you reach the door, a brief movie 
| % an _ plays. Afterwards, back away. As you do 


so, the floor collapses. 


є $ 


O primagames.com 


DRAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


spot marked * Blocked Door," jumping to 


You fall down to the first floor. It's flooded 
down here as well. Get onto a dry area 
immediately if you didn't fall on one. 


Look around for a breakable section of 
wall. Rebound kick through it to get to dry 
land. Follow the ramp beyond it. 


The ramp leads to the second floor, termi- 
nating in a long hallway. Take this hallway 
to the level exit and slash the elevator 
. controls. You proceed to the next level. 


HELL HALL 


You're about halfway through the Argentina levels. Don't expect a cakewalk; these remaining levels are complex and challenging, 
and the combat is much rougher than before. You face a tougher grade of standard enemies, plus several truly formidable bosses. 

Remember that these walkthroughs are simply blueprints highlighting the best path through each level. If you have trouble with 
the details of combat, especially against bosses, refer back to the earlier sections for help. 


> ww. - DU, s ~ à Е › d "Ë e > Р 
Prey A ht TS 
^*^. Hell Hall, first floor 


LOCKED 
Note: Refer to PASSAGE 
page 26 for the 

Map Legend. 


OVERLOOK 
Walk around the small complex of bunkers 
in the northeast corner. Move to the spot 
marked “Overlook.” 


PICTURE 


DESTINATION 


М D i 
РА UNNERS 


STAIRS UP 


| 


. When you reach this area, a movie plays. 
Rayne catches sight of the Butcheress 
feeding natives to the Daemites. 


| Note 


— GRINDERS 


OMEN | There's no way to reach the 
DAEMITE WITH Butcheress now. You'll catch up 
GRENADES You start on the first floor of this level. | to her їп а later level. 


Note | 


There are technically three | 
floors, but the second and third 

floors share the same blueprint, 

and there's nothing of conse- 
quence on the second floor. 
Therefore, the second floor map 
has been omitted. 


STAIRS DOWN 


Hell Hall, second floor 


51 


m 


When the movie's done, throw the switch 
in here to open the locked passage marked 
on your map. 


Run into the formerly locked passage. A 
flood of Daemites pursues. A movie is trig- 
gered, showing Rayne piling boxes to 
block them—but it's futile. 


When you regain control of Rayne, run 
along the long corridor leading south. 
Avoid fighting Daemites: just run. 


primagames.com 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


When you reach the spot marked 
“Picture,” Rayne recognizes a picture of 
Jurgen Wulf. Moments later, an explosion 
from a grenade-lobbing Daemite hurls 
her forward. 
| 
| 
| 
| 


_ Rayne ends up at the spot marked 

| “Destination.” A pair of Daemites manning 
| machine guns (they're marked “Gunners” 
on the map) prevent her from going north. 


Go south to the spot labeled “Grinders.” 
Throw a lever to stop the spinning 
. grinders, and run across. 


Take the stairs leading up. Ignore the brief 
second floor and continue to the third 
floor. You catch sight of the grenadier 
Daemite that shot at you earlier. 


The grenadier Daemite is up here. Kill 
him, taking care not to fall into the grind- 
ing machine behind him. A good tech- 
nique is to rebound kick him into the 
machine. 


When the grenadier dies, he drops his 
grenade satchel through the machine. It 
gets caught on the grinders downstairs— 
the ones you disabled earlier. 


it 


Find way onto Rooftop. 


Go downstairs. Grab the satchel from The grenade detonates a line of explosive Run down the hall and hit the switch to 
where it's hanging, above the disabled barrels and takes out the gunners. You re open the elevator. Exit the level. 
grinders. Now you have grenades. now free to run past the spot marked 

“Gunners.” 


Note 


A swarm of Daemites comes 
downstairs at this point. Finish 
them off. 


THE LABORATORY 


You begin on the first floor of this three-floor level. 


Note: Refer to 
page 26 for the 
Map Legend. 


KOMMANDO 


Return to “Destination.” Without walking 
into the machine gun fire, ready a grenade 
and bounce it down the machine gun hall. 


Note 


Don't look down the hall; you'll 
only get shot. Just throw at an : 
angle so the grenade bounces erT, ; (OPENED BY 
into the hallway. It doesn't need SS SWITCH 

to get very far. | Vua ошо 


BREAK 
WINDOW 


The Laboratory, first floor 


53 


M 


RE 
oe |) LIT 


а Dæ 
: = LE 
8 ш ae 
NL Hn 
„ и gn 
1 s 

i 


2" 2 E 


The 
Laboratory, 
second floor 


You emerge in a big area with contain- 
ment cells and second-floor catwalks over- 
head. Head to the second floor and throw 
the lone switch up here. 


MI OPENS IST FLOOR 
> ^ES^O су DOOR 


OPENED BY 2ND 


as FLOOR LEVER 

EG BREAK | The 
7 - GLASS | Laboratory, 
04 third floor 


Go back downstairs and proceed north 
through the door the switch opened. 


ERL FS titil У: 


As you travel north and east, you see a 
group of Nazis fleeing, including the boss 
known as Kommando. They seal their 
exit behind them, so you must find a 


When you step off the elevator, your ene- | Throw the switch in the room with the FA 

; ; different path. 
mies flood the room with deadly gas. broken window, then proceed through the 
Break one of the windows at the spot door that opens to the west. 


marked “Break Windows” on the map. This 
causes the soldiers to die instead. 


primagames.com 


|| The “Enemies” section's entry 
| . on Kommando contains a com- 
_ prehensive strategy for killing 
|». this boss. The short version: Use 
| | Dilated Perception and Blood 
. Rage to slow things down; cir- 
. cle Kommando and attack him 


The map shows the convoluted path you ; from the rear; keep moving if | | 
must take through the level. Follow this he uses a flash grenade to | You enter a room where, once again, sol- 
path, breaking windows and walls at the _ temporarily blind you and | diers try to kill you with poison gas. Break 


_ escape. Then seek him out | windows at the spot labeled “Break Glass” 


again and repeat the strategy — to kill them instead, and end the level. 
until he falls. | 


indicated spots and killing Daemites along 
the way. 


E ЧЕ 


“Hoard weapons and build up 
| your Bloodlust meter as you go. 


When Kommando falls, walk over the 
turnkey he drops. Then go to the second 
floor and use the turnkey to throw the 
lever. The lever opens a door on the 
third floor. 


At the spot marked “Kommando,” the boss 
attacks, along with several Elite Troops. | m 
Jump to the higher levels to avoid getting — 
surrounded, and start to fight. | 


t] 


Continue to the third floor and go through 
the door you just opened. Heal yourself by 
feeding on soldiers. 


After dealing with most or all of the Elite 
Troops, focus on Kommando himself. 


SS 


HE BUTCHE 


x 7, Жы ee E a 


== м... — И 


LANDING SPOT 


The Butcheress, 
second floor (roof) 


| E 


Start on the second floor of this level, 
which is the roof. You saw this roof earlier 
in a cutscene in Hell Hall. 


bd. 


You start near the Butcheress, who 
engages Rayne in conversation. When the 
chat is over, kill her. 


36 


primagames.com 


9 г ДИНИ 


Note: Refer to page 26 for the Map Legend. 


E 
Ж: 
| % 


RESS 


Tio Batolisrose. first floor 


ГЕШ 
BUTCEIERESS 


oo 


— 


LÀ 
¥ 


The Butcheress has all of Rayne's abilities. 
Plus, she can use a control panel that 
opens holes in the floor. Refer to the 
“Enemies” section for a full description of 
her abilities and strategies for killing her. 


Note 


The brief version: Use Dilated 
Perception and empty your guns 
into her while retreating; then 
use hand-to-hand attacks. 
Otherwise, trigger a Blood Rage 
and deal as much damage as 
possible. If she retreats to the 
control panel, some floor tiles 


will drop. Rising steam gives 
away the unsafe tiles; jump to 
the safe ones. 
ка ЗДЫ т 7-а ht ЫР А> ЧАГУ 
When the Butcheress is dead, Rayne 
torches the Daemites below. 
га en BR E ОЛИМ 2f ИР 


Jump through the central pit. You end up 
on the first floor. 


Downstairs, go toward the level exit. г Kill all of the Daemites in the morgue, and 
Along the way, you pass through along | another group of them crashes through 


morgue area filled with Daemites. . the disposal chute at the exit point. The 
| chute stays open, so you may now exit. ( 
THE MILL MILE As. 
Eb иел NOME ES +! "e 2 Fa Tij x INS Е А 


- = 


SWITCH 


OPENS 
LIFT 
ШЕТ 
TO | | 
LEVEL | 
EXIT | 
THIRD 
WARRIOR 
FROM 
THIRD || 
FLOOR | 
DAEMITE | | 
WARRIORS | 
|| 
Note: Refer to page 
26 for the Map || 
Legend. | 


OPENED BY 


WALL — T 
SWITCH RUE Meu a ao АМН 
The Mill Mile, third floor, and outdoors 

BATTERY .. You start on the outdoors section of this 


three-floor level. 


LIFT FROM 
2ND 
FLOOR 


The Mill Mile, first floor LIFT (NEEDS 


, BATTERY) 


om 


The Mill Mile, second floor 


M 


58 


You begin оп а shingle of land beside а Move through the crushers. Use Dilated Go through the door into a big, open area. 


mill. Jump on the incinerator on the front Perception to ease the task. The crusher In the southeast corner you find a lift. 
of the mill, and from there onto a ledge conveyor leads you to the second floor. Walk up to it, and Rayne notes that it 
beneath a row of windows. needs a battery. 


| There's probably a Parasitic 

. Daemite with a grenade launcher 
. down here. If you kill him, be sure 
. to grab the grenade launcher 

| and save it for later. 


Follow the ledge all the way to the end of 
the mill, watching the windows. When you 
find one you can break into, go inside. 
You're now on the mill's third floor. 


Look for a forklift in the southwest corner. 
Walk up to it, and Rayne collects a battery 
from it. 


E Onthe second floor, run through two 

| | short sets of conveyor belts. Some of the 
, belts are blocked by rollers; take the 

| clear ones. 


Ф, 
^ 


ay OOK 
8. Ф, y po t ^ П 
ЖР 


Return to the lift and use the battery. 
Slash the controls. You descend to the 
first level. 


Throw the switch you find inside. This 
starts a row of crushers moving. 


a fs 
, 


Activate the switch on the wall. It opens a 
locked door to the south. 


| | 


primagames.com 


Fai LT = Зо EF AL 


Lie 2 _ 


| BUT 

.| Refer to the "Enemies" section 
| if you need more tips on 

| . defeating Daemite Warriors. 

|. Don't panic; these guys are 
. very tough, but they're also 


Press ә to piek up the Parzeríaus 


. very slow. 
И 3 a oa ES aur T4 AO ЖРА Go north to the spot labeled "Third 
aded s i Ro cie =; a Warrior.” A third Daemite Warrior smashes 
Leave it for now. [ W| T*| m е 


wanra 
Wespon ae Na AG 


through the wall here. Ignore it and run 
through the hole it made. 


When you're out of grenades, turn and 
run. Get the Panzerfaust and empty it into 
the Daemite Warriors. If they re still alive, 
use a Blood Rage and fight a circling 
battle, striking them while staying 

behind them. 


Now proceed north, past piles of wood 
chips. Eventually, you run into a pair of 
Daemite Warriors. 


Hit the switch in the room beyond to 
lower the lift. (The switch is atop a plat- 
form.) Ride the lift down to the next level. 


X цу «ЭЗ. 


| There are a few Parasitic 
| Daemites around | 
here;feedonthemif "=+ 
, you get hurt. 


me Ым 
_—————@@& ON 


Daemite Warriors using all of your 
weapons. Keep moving back toward the 
Panzerfaust you found earlier, firing 


| 
| 
| 
Fight a retreating battle against the | 
grenades all the while. 


59 


60 


DRAYNE.J PRIMA'S OFFICIAL STRATEGY GUIDI 


—ÀÓ e tm 


SEALED 
TUNNEL 


the Lieutenant, who's a typical officer like the 
ones you assassinated in earlier levels. 


SECOND 
LIEUTENANT 


The Lieutenant drops a detonator when he 
dies. Collect it and resume vour clockwise 
path through the level. 


/ ‘a ? АЗК. 


—. OPENS DOOR TO 
NORTH 


Continue to the spot labeled “Second 
Lieutenant.” Kill the soldiers here—including 
{ 
| 


a 
FIRE т 


This level is large, but it only has опе floor. Move through 
it in a clockwise fashion. 


| When you reach a locked door, look for 
| the lever (labeled “Opens Door to North" 
on the map). Throw the lever to open the 
| door, then proceed. 


When you first arrive, a group of Nazis exits | Start moving through the level in a clock- 
through a tunnel, sealing it behind them. wise direction, killing Daemites. Refer to 
Your task is to gather the dynamite and deto- the map for arrows that get you going in 


| 
nator necessary to open this tunnel. | the right direction. You have to rebound 


ШАКА CON kick a couple of spots along the way. 
acc э. 


can throw a lever labeled “Fire” on the Daemites. You need to hack a lever to get 
map to release a gout of flame and fry through a door to the south. 

some of them—but immediately back up, 

as the fire can burn you too. | 


| 
| = 
З " | - ы ~ . 
Slightly west, several Daemites attack. You | Enter the tunnel and head south, fighting 
| 
| 


Grab dynamite from the spot labeled peur 

“Explosives,” then continue north to your ù 

starting location. | 
-— OFFICER WITH | 


e= 


PUMP ROOM 2—4 


Proceed to “Sealed Tunnel,” where Rayne 
automatically deploys the dynamite. Back 
up so you aren't hurt in the explosion. 


Proceed south, killing Daemites. When the 
tunnel veers right, look for the entrance to 
Pump Room | on the right. It's filled with 
barrels and crates. 


ы 


YAT 


« ^5 


Note: Refer to page 26 for the Map Tem 
PUMP ROOM I 
SEALED TUNNE EN 


PANZER 
DAEMITI 


К Sy " % 
EN | | ROOF 


| DETONATOR | 

| " 
| 

| 

| 


At the extreme southern end of the tunnel 
is the level exit. Slash the lever and pro- 
ceed to the next level. 


KOMMANDO 


ENTRANCI 


Smash through the debris and enter Pump 
Room 1. Throw the lever in here. This low- 
ers the water level in a sealed tunnel you 
pass through later. 


61 


62 


RAYNE: PRIMA’S OFFICIAL STRATEGY GUIDE 


——— — n mat 


Exit Pump Room 1 and continue south- 
west. Examine "Sealed Tunnel." As the 
name suggests, it's blocked by debris. You 
need a detonator and explosives to get 
through it. 


Travel south to Pump Room 2. Like Pump 
Room 1, its entrance is filled with barrels 
and crates. Inside, fight an officer and 
several soldiers. 


The officer drops a detonator when he 
dies. Grab it. Then throw the lever in here 
to lower the water level still further in the 
sealed tunnel. 


primagames.com 


Proceed east, then north into the big open In another open area, jump onto the roof 
area with a spot labeled “Panzer Daemite. ^ labeled “Roof Entrance.” Drop through the 


Kill Daemites in here, being especially hole in the ceiling, then move north. 
careful to take down the Daemite firing 


rockets from the rooftop. 


“Save your weapons and build 
. up your Bloodlust meter for a 
big upcoming battle. 


CI IDA Aoc PERSE ae eR ERE 


At the spot marked “Kommando,” you 
encounter Kommando again. This time 
he's a Daemite, so he's somewhat more 
durable than before. Otherwise, his skills 
are the same. 


The passage north is sealed with debris. 
Go east through the windows of a building 
instead. Then take the doors to the east. 


Fight Kommando much as you did before. 
Be aware that when he uses his flash 
grenades, he might reappear in the open 
area to the west. 


Note 


If Kommando does reappear 
outside, be careful. There are 
more Daemites out there, and 
one fires rockets. You might 
want to lure them inside, or else 
run outside and take down the 
rocket shooter before returning 
your focus to Kommando. 


When Kommando falls, he drops a key. 
Grab it and open the door to the room 
labeled “Explosives.” Take the dynamite 
from in here. 


Go into the open area to the west and 
approach “Debris” from the north. A rocket- 
shooting Daemite blasts the debris, allowing | 
you passage. Go through the new opening 
and kill the Daemite. | 


when you arrive; back up. 
| TEMPLE 


Move west through the previously sealed 
tunnel, jumping over or around the water 
pits. Slash the switch at the end, then 
slash a strange “eye switch” (a switch in 
the shape of an eyeball on a stalk) to end 
the level. 


Rayne automatically places explosives 


Fight your way back to “Sealed Tunnel.” 


4 & 
= 


Rt ма 


Тһе Тетр!е, 
first room 


Note: Refer to page 
26 for the Map 
Legend. 


The Temple, 
second room 


This next area is a Daemite temple. Instead of 
floors, the temple is comprised of big, cylindrical or 
spherical rooms. There's a map for every room. 


These temple areas test your 
jumping skills. Squeeze the 
most out of your jumps, and use 
rebound kicks to get extra 
height and distance. 


64 


~-— 


ҚА МЕ.) PRIMA S OFFICIAL STRATEGY GUIDI 


— ——9— \ ii — 


| z 
| The "exit" is a hall that leads you to the Alter clearing out most of the Daemites in 
Near the entrance, slash an eye-shaped | second room. Refer to the second map now. | here, get up to the eye switch at the top. 
switch in the wall to open a door to the | | Do this by using both the walkways 
main room. , around the edge and the branch-like 
Nove structures in the middle of the room. 
Note 
i 
Í 
| 


You encounter more of these 
“eye switches” as you progress 
in the temple area. 


Watch for Daemites with rocket 
launchers in these areas. Keep 
moving, and if a rocket whizzes 
by, always go after the rocket 
Daemite immediately. 


j t 
| d, Alter hitting the eye switch, a door opens 


dy below it. Drop through the door and into a 
aa vertical tube. Drop through the tube to the 
level exit and throw another pair of eye 


| | switches to exit. 
"жул А, еы, Ree | 


The exit is on the other side of the central 
room, about halfway down. Go there as 
you fight Daemites. 


TEMPLE 
INTERNAL 
Note 


Drop from one walkway to the 
next to quickly descend. 


Note: Refer to page 
26 for the Map 
Legend. 


Temple Internal, first room 


primagames.com 


Temple Internal, second room 


Note 


Fight as you go. As usual, 
rocket-firing Daemites are your 
biggest threat. 


Start at the bottom of the first room and 
20 to the exit at the top. 


Zi 


> ^ "eram "wA — = 


UPPER LEVER 


Temple Guardians, first room 


. Usethe platforms in the center of the 

| room in combination with the enclosed 

| walkways along the edges. By using both 
| and jumping from one to another when 
you need to, you reach the exit. 


You re now in the second room. Move 

through the tunnel and drop into the ver- 

tical chamber. Fight to the level exit, and 
| throw a pair of eye switches to leave. 


OPENS 
WHEN ALL 5 
DAEMITE 
WARRIORS 


Note: Refer to 
page 26 for the 
Map Legend. 


Temple Guardians, 
second room 


65 


66 


мааа s 


You begin at the side of the room, near the 
top. Head to the bottom. If you find a rocket- 
firing Daemite near the ground, kill him 
immediately. 


Note 


When you kill the rocket-firing 
Daemite, grab his Panzershrek 
and save it for later. Also, save 
your other weapons from this 
point on. 


Ms | — UE 


Aside from the rocket-firer, kill 
as few Daemites as possible in 

here. You have a massive battle 

later, and you want to return 

here to feed and build your 

Bloodlust meter. | 


At the bottom, approach a door that's 
"locked" with thorns. A movie sequence 
shows you an eye switch near the top of 
the chamber. 


primagames.com 


H 


YNE,) PRIMA'S OFFICIAL STRATEGY GUIDE 


M a tT 
: z 


Go up to the eye switch. You must jump 
from ledges on the central column onto 
ledges around the edge of the chamber, 
then back again. 


Note 


` Be aware that the small, alien- 
. looking “light fixtures" are solid, 
| so you can jump on them too. 


ү СУРСЕ ЖАЛ. 
[58 L Р 
"o4 94. Aw S ера 


oe wr rn м 
| MeN К N 


XEM 
| 
I 
[i 
| 


Throw the switch to open the door. Then 
drop all the way back to floor level. 


Go through the opened door. There's a 
Daemite Warrior inside the central col- 
umn, along with a few Daemites. Ignore 
the Daemite Warrior, avoid the water, and 
start jumping up the ledges. 


Proceed to the top; this requires excellent 
jumping skills. Take care not to fall all the 
way back down, or else you'll be mauled 
by the Daemite Warrior. 


` Build up your health by feeding 
. on the Daemites on the way up. 
Also, build up your Bloodlust 

_ meter. If you're maxed out on 

|! both, leave the Daemite near 

| the very top alive. You can then 
| feed on him later. 


At the top, you enter the second room. A 
movie shows you the three Daemite 
Warriors on the level just above you. Your 
task is to kill them. 


x Р ss» ` pe 
Раа а КУ | 
= D д = L OA 


Umm Les | 

_ Leave the Parasitic Daemites — 
| alone as much as possible once - | 
_ you're healthy again. If you've - | 
got health but no Bloodlust, run 
along the vines in the center of | 
| the room. These lead up to a | | 
|! higher level, where floating | | 

. Daemites pop from the walls. | 
i 


Exit the shaft you're in, then fight the 

three Daemite Warriors. Trigger a Blood 
Rage and fight them with circling, | 
spinning blade attacks. ттр SS or] ЕЕЕ 


| Hack them to build up 
. Bloodlust. 


Key points when fighting the Daemite Warriors: 


Never stay in front of the 
. Daemite Warriors, and try not to 
| fight them without Blood Rage. 


‘If possible, fight the Daemite Warriors only when you have a Blood Rage. 
+ Wait until they're separated, and pick on the loner. Don't attack two or 


| Keep circling them. See the fol- 

| lowing tips, plus the Daemite 
, Warriors entry in the "Enemies 
section, for more information on 


three of them in a bunch or you'll get hit. 

If one of them gets stuck on the spines sticking out from the ground, lure 
the others away from him. Then get behind him and hack him to bits. (In 
this case, you don't need to use Blood Rage; save it for the ones that 


aren't stuck.) | 

+ Fight until you're out of Blood Rage. Then disengage and go to the 
upper levels. 

+ Feed on humanoid Daemites on the first level to restore health. Hack on 
floating Daemites on the next level up to restore the Bloodlust meter. 

+ Don’t kill the humanoid or Pure Daemites indiscriminately. They're a valu- 
able resource. Avoid them as much as possible until you need them for | 
health or Bloodlust. | 

+ If you run out of Daemites up here, drop all the way back down the shaft | 
into the first room (avoid the Daemite Warrior and the water at the bot- | 
tom). Kill and feed on the Daemites you left behind down there. Collect | 
guns too. Then come back up to finish the job. | 

| 


| 
i» ki s these beasts. 


5————— 


When you're somewhat We and the 
Blood Rage is gone, jump to the higher 
levels. Feed on a couple of the Parasitic 
Daemites, and hack the floating Daemites 
to build up the Bloodlust meter again. 
When you're healthy and ready for another 
Blood Rage, go down and fight again. 


When all three Daemite Warriors have 
fallen, proceed to the very top of this 
chamber. Go through a hole in the ceiling, 
which opened when the last of the 
Daemite Warriors was killed. 


Follow a tunnel into the ceiling and slash 
a pair of eye switches to exit the level. 


6/ 


- A 


L— 


— —h atn 


DRILLING 
MACHINE 


YA Note: Refer t 
NR LOCKED їр dahl laa 
[CN UNTIL page 26 for the 


^ n 
: ү: Map Legend. 


This chamber contains a small pod suspended in the center. The pod 


contains the skull of Beliar. 


Go up to the skull. You must use the Inside the pod, Rayne discovers that the 
“vines” that lead to the central pod. skull is merely a container for the real 
prize, the eye of Beliar. 


Note 


The room is a tilted cylinder, 
and you start at the low end. To 
reach the skull, go to the other 
(higher) end. There you find 
“vines” that lead directly to the | 
pod. Jump on them, take them 

to the pod, and jump inside. 


| Note 


Rayne now gains the Extruded 
View ability. 


68 ргітасатеѕ.сот 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDI 


After Rayne claims the eye, German sol- 
diers break through the wall, revealing the 
tunnel labeled “Locked until skull is 


taken.” Jump into that tunnel. 


Inside the tunnel is a drilling machine 
loaded with explosives. Run directly to the 
drilling machine and slash at the red 
blinking light along one side. 


. The machine is cut loose and falls into the 
pit, causing a huge fireball. Run directly to 
the level exit. 


DANTE'S INFERNO 


TRUCK 


Start running along the indicated path imme- 
diately. Don't stop to fight or look around; 
just get through the level as quickly and 
efficiently as possible. Never hesitate. 


¥ jo RI. ADEE,» CAM RIS. es AP, A. 
x AD eee е Келе, к, 


rer Rone NOON УТУЛ 


When you reach the spot marked “Truck,” 
hop on the truck. From there, jump 
straight up into the ceiling tunnel. This 
triggers the end of the level. " 


Note: Refer to page 26 for the Map Legend. 


Mo EE 
When you appear in this level, the fireball from the Daemite Chamber is right behind 
you. Your task is simply to get out quickly. 


69 


10 


WALLS OF JERICHO 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


— ro Na 


xa ANE SEL to 


Eae: SEE RUN iem 

. Mauler is nearly immune to 
guns. Use Dilated Perception 
and engage in a slow hand-to- 


D. MAULER | 
/ hand fight, attacking fromthe — 
| 


rear. Never let him hit you. 

Trigger Blood Rage when you 

can, and continue to fight this 

_ way. A stray German soldier or 

| two may show up; feed on them 
for health. Refer to "Enemies" 


for more info on Mauler. 


ac | 


| 
| 
| 
| 
| 
| 
| 
| 


^X WULF'S 
U-BOAT 


When Mauler's dead, jump to the second 
floor catwalk. Take the catwalk through 
the door labeled “Locked until 

Mauler's dead." 


LOCKED UNTIL TS 
MAULER'S DEAD = 


You enter on the first floor of this level. 


Follow the hallway all the way to the level 
exit. When you get there, you see Jurgen 
Wulf taking off in a U-Boat. Rayne sneaks 


You appear ie jb Run us е Е sear iu to the note, T. to his onto another U-Boat to pursue him; the 
encounter Mauler, a uge super-soldier. entry in the “Enemies” section, for tips. Argentina section is now complete. 
After a short conversation, the fight 

begins. 


primagames.com 


WALKTHROUGH: GERMANY 


/ 


u've just made it through a very tough part of the game. You're in for more challenges 
in Germany, but if you've made it this far, you definitely have the skills to succeed. 


EMDEN U-BOAT STATION 


This level is completely noninteractive. Just sit back and watch as the story progresses. 
The action starts up again in the next level, Red Summit. 


RED SUMMIT 


TC : LOCKED UNTIL TARGETS 
TIE DNEE 4 DISPATCHED 


v "e $ ; X 
КАМАН. ARE AMO 7 Ы ъй „уке: ~ 
б я . „СУ, 

> "e 


COLONEL 
GENERAL 


Start moving up the path toward the walls. 
If you start to get overwhelmed, retreat. 


SECOND 
LIEUTENANT 


=ч Лу мы фы, ge e э 3$ Т 
- - 


Note: Refer to page 26 for the Map Legend. | nt 
D EAE E 
Red Summit is a large outdoor level. You have three officer targets, which you can kill in 
any order. The easiest order is probably the one presented here. 
Take it slowly and use the walls and rocks for cover. Some of the soldiers in this level 
have surprisingly long range. 


Move west toward the Second Lieutenant 
of Infantry. His position is marked on the 
map. Clear out most of his surrounding 
troops before moving in for the kill. 


n 


—— а... а" 


The Second Lieutenant is ѕіті- 
lar to the other officers on 
your hit list. Blood Rage or 
close-range weapons fire will 
kill him quickly. 


Note 


Watch out for Jetpack Troopers. 
You encounter one of them here; 
| it's your first taste of this 
dangerous and mobile enemy. 
Refer back to the "Enemies" 
section for tips on destroying 
these foes. 


across a rickety bridge with a hole in the 


middle. Watch out for panzer shots from 
the north; constantly strafe sideways to 


avoid them. 


Ё 


Al ; | ~ 
[/ A j 


Now go as far west as possible, then north 
| 
Í 
| 
| 
| 


єз 


RAYNE.J РКІМА 5 OFFICIAL STRATEGY GUIDI 


| 


Lieutenant Colonel Andreas Zahl is at the 
spot indicated on the map. Kill the nearby 
SS trooper with the rocket launcher first, 
then kill the Lieutenant Colonel. 


.. Now backtrack south, then take a curving 
. road that leads northeast to the spot 
marked “Colonel General.” 


-* 


Ө” ^u ^ 


т" А 


Colonel General Heinrich Eberhard is at 
this spot, along with a swarm of SS and 

| other durable enemies. Use Blood Rage to 
clear out most of the opposition here, 
including the Colonel General. 


When all three targets are dead, the level 
exit becomes unlocked. Exit the level. 


> ae - DU M фі MEFE 


OLD GAUSTADT 


GUARD TOWERS 


CATHEDRAL (INACCESSIBLE 
UNTIL THE NEXT LEVEL) 


BELL TOWER 


TO 2ND 
= FLOOR 


UD». KICK — JUMP 


HERE 
ENTRANCE 


Old Gaustadt, third floor Note: Refer to page 26 
for the Map Legend. 


TO 2ND FLOOR 
s ENTRANCE 

(LOCKED UNTIL 
Ea E OBJECTIVES 


Aa ~ COMPLETED) 


шәх 
FIN 
2 
ы. 
М ur 3 а. 


JUMP 
DESTINATION 


BELL TOWER STRUCTURE 
Old Gaustadt, fourth floor 


TO SRD FLOOR 


4 COMMANDER 4 


amm S 


^ 


stairs х 
\ 


\ 
\ 


\ 
\ 


\ 


TOUT FLOOR 


Old Gaustadt, second floor 


ЈА 


ТУ, PRIMA'S OFFICIAL STRATEGY GUIDE 


o а. 


Note: Refer to 
page 26 for the 
Map Legend. 


Move northwest from your starting loca- 
tion, toward the spot marked “Lt. Colonel 
Hans Eldrich.” When you reach this area, 
you see the Lieutenant Colonel dragged 
off by a vampire. 


You can scratch the Lieutenant 
Colonel from your list. Now you 
_ only have to find two more tar- 
gets on this level. 

| 


Old Gaustadt, fifth floor 


Old Gaustadt, sixth floor 


Your task in Old Gaustadt is to assassinate another three officers. 
This complex castle features six individual levels, which don't fit 
together as neatly as you might expect. 
There are a number of exterior stairwells, 
platforms, and towers that make the maps 
a bit difficult to read. 
Provided is an isometric view of 
the castle that shows its general 
shape and a few major features. 
Study it, then take this level slowly. 
Consult with the maps to determine 
what level you're on. You'll do just 
fine if you frequently refer to 
these pages. 


Explore the partially ruined area at the 
base of the castle. Note that the doors are 
all locked. When you're done looking, 
take the stairs at the spot marked “To 
Second Floor." 


. There are two other sets of 

. stairs near the front of the 

. castle, but they just lead to a 

. balcony area with more 
locked doors. 


primagames.com 


Refer to the second floor map. Go west, 
into the castle dining hall. Boxes are 
stacked in an archway; break them and go 
through. 


Get atop the building labeled “Bell Tower 
Structure.” To do this, jump on a 
semicircular balcony along the front 

of the building. 


Refer to the third floor map. You appear 
between a pair of guard towers, which you 
can ignore (or climb the stairs and kill the 
guards if you wish). 


You're now їп а set of three connected 
halls. Commander Dametrius Klaus is in 
here, fighting vampires with his men. 
Trigger a Blood Rage and shred him, 

as well as any remaining vampires 

and soldiers. 


Now jump from the balcony to a higher 
level, where arches surround a massive 
bell. You're on the castle's sixth floor. 


Go to the spot marked “Jump” in the map 
on page 73. From here, jump onto the roof 
to the west. You must jump onto a piece 

of door frame first, and from there onto 
the roof. 


==. md 


Alter gunning down the soldiers up here, 
shoot the bell with any weapon, sending it 
crashing down. 


Exit through the hole you made two steps 
ago. Go to the spot marked “To Third 
Floor” and take the stairs up. 


Refer to the fourth floor map on page 73. 
You're now at the spot labeled “Jump | 
Destination." 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


2—27" dun. БДА ү Кы, 
Ec B | 
The bell rips open sections of — | 
| the lower levels, making it pos- — | 
_ sible for you to access areas | 
| that were locked. | 
At the spot Ben 2 js ie nd gis Second Lieutenant G. Saxon is located at 
] < . " 
p gne dun | ЖОК | " в the spot marked “Second Lieutenant. 
after destroying the fourth set of bricks. Hack himite bits. 
Carefully drop down two floors, through 
the hole the bell made. When you reach 
the third floor, at the spot marked “Drop 
Here,” stop descending. 
Now you've dealt with all three targets 
U N H O LY ME CHA from this area. Drop all the way back to 
the first floor, then head up the stairs to 
EL EAE tr ac RENE Es du * - the cathedral entrance on the fourth floor. 
A Take the door to complete the level. 
UP TO 
3RD FLOOR 
PLATFORM 
WITH PULLEYS 
ENEMY 
ARMOR Unholy Mecha, second floor 
This challenging level puts Rayne briefly in control of an 
experimental, mechanized Mobile Armor. It also features 
an intense battle with Jetpack Troopers. 
Unholy Mecha, first floor 
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LOCKED UNTII ЕЕ 
бз ле DEAD END 
Вав (JUMP IS ТОО FAR) 
J6  primagames.com Unholy Mecha, third floor койшы indo pa жылысын: 


There's a Mobile Armor near the entrance. 
Rayne automatically jumps on top of it, 
kills the pilot, and gains control. A brief 
movie explains the controls. 


` The Mobile Armor is big and 
slow. It has three weapons: 
machine gun, rocket launcher, 
| and grenade launcher. Watch 
. the movie and memorize the 
MES 


Move south. You encounter an enemy 
Mobile Armor. Destroy it; see the tips 
for help. 


Note 
Here are tips for success in Mobile Armor combat: 


* Stick to areas where you have at least a little room to move. Don't wedge 
yourself into a corner. 

* Constantly strafe back and forth. Your Mobile Armor is slow, but if you 
can avoid just a few rockets, you're doing well. | 

: Hold down the machine-gun button and maintain a constant aim on ће | 
enemy. If the machine gun overheats, wait for it to cool down, then hold 
the button down again. 

* While holding down the machine-gun button, repeatedly tap the rocket 
launcher and grenade launcher buttons. Fire these weapons as often as 


you can. 
* Simultaneous use of the machine gun, rocket launcher, and grenade 
launcher is key. You need to inflict maximum damage in a short time. 
* Dont pitch your view too far up or down, as this causes you to lob 
grenades over the opponent's head, or onto the ground right in front of | 
you (which damages you). 


Pick one enemy and hammer 
him until he's dead. The faster 


the easier your job becomes. 


After dispatching the first Mobile Armor, 
move southwest. You encounter three 
more Mobile Armors. 


Alter the third Mobile Armor is destroyed, 
a final Mobile Armor, piloted by Super 
Tank Lieutenant General G. Gosler, 
appears from the east. 


Break through the wall here, and enter the 
big room with the three enemies. Move 
back and forth while fighting them. 


Note: Refer to page 26 for the Map Legend. 


you get rid of one Mobile Armor, · 


Д 


[Дд 


Fight this Mobile Armor just as you fought 
the others. When you've dealt serious 
damage, Gosler offers to surrender. Rayne 
refuses, and the battle resumes. Finish 
him off. 


| If you lose, it's probably 

_ because you took too much 

. damage from the other Mobile 

. Armors. Try again, and this time, | 

| focus on taking less damage | 
against those first four enemies. 


When the battle's won, a squad of sol- 
diers, including a small swarm of Jetpack 
Troopers, descends from above. Fight 
them with your Mobile Armor. 


| Note 


Use only the machine gun to 
fight the Jetpack Troopers. 
Rockets are unnecessary, and 
grenades can bounce back and 
hurt you. 


primagames.com 


_ with Rayne inside, she dies. | 
. Therefore, if it's down to a tiny 
 sliver of health, get to the altar — 
` as quickly as possible. Rayne 
| 
| 


RAYNE.) PRIMA'S OFFICIAL STRATEGY GUIDE 


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onda ао" за знана | 


1 — чырасы: Xi ~ E 1 
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| ach | 


“Tf the Mobile Armor is destroyed | 


|. will exit, and you can fight the 
| soldiers on foot. 


The third floor is a narrow corridor filled 
with Jetpack Troopers fighting giant bats. 
An explosion blows out one side of the 
building. 


Walk up to the altar, and Rayne automati- 
cally gets out of the Mobile Armor. Now 
ascend the scaffolding off to the side. 


One end of the hall is blocked by a gate. 
Go to the other end, where the explosion 
occurred. Rayne sees a big, empty gap and 
says she can't jump that far. 


Climb to the top of the scaffolding. 
From there, jump across a series 
of stone platforms to a wooden 
platform hanging from a rope 

and pulleys. 


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A giant bat crashes into the previously 

locked gate behind Rayne, breaking it 
open. Run through the gate and proceed 
to the level exit. 


Jump from the rope-and-pulleys platform 
to the second floor. From there, run up the 
stairs to the third floor. 


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SPIRAL 
STAIRCASE 


SPIRAL 


STAIRCASE Teachers and Traitors, 


second floor 


Note: Refer to page 26 for the Map Legend. 


OPENED 


BY MYNCE 


SPIRAL 
STAIRCASE —— 


EM 


а You start оп the third floor of 
this cavernous indoor area. 


2 
s, — SHOWDOWN 


WITH MYNCE 


(utu BAW aha as 


T 


Conserve your guns as much as | 
possible while you fight; soon 
you will need them for a | 
tougher enemy. Also, build up 
your Bloodlust. | 


«жт мы qm 


Break through the window in front of you. This large, multilevel area is filled with | _ Watch for a Jetpack Trooper | 
A movie plays, showing that Mynce is not soldiers. Start killing them. Also kill the | | 
only alive, but working for the Nazis. She Jetpack Troopers who fly in while you're | 


exits the room. fighting the common soldiers. 


_ with a rocket launcher. Keep 
| moving, and shoot him as soon 
as he arrives. 


| 
| 
i 
| 
| 


n 


80 


аа наьа 


AOB- START 


In the process of killing enemies, head 
down the long spiral staircase. Clear foes 
from the second floor landing, then clear 
the first floor as well. 


When you ve killed everyone in this area, 
a door to the west (beyond a gaping 
chasm in the floor) opens, and a few rein- 
forcements come out. Kill them and take 
the door. 


Beyond the door is a tower with spiral 
stairs leading up. Mynce is here. After а 
brief conversation, she starts to fight, 


primagames.com 


Use Dilated Perception and shoot Mynce 
with guns, staying back as much as possi- 

| ble. Don't use your Blood Rage. When she 
takes a little damage, she starts climbing 
the stairs. Follow her. 


4 эс "t P 


| 

“If you have a rocket launcher, | 
| 

| 

| 


| use it when Mynce is waiting 
for you on a landing. At other 
times, she's just too close. 


- 


piste VE D AM 

Refer to the "Enemies" section 
for more information on how to 
f 


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| 
ight Mynce. | 


| 
| 
| 


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START 


Mynce may stop and fight briefly at vari- 
ous landings, or she may go all the way to 
the top. 


RAYNE. J PRIMA'S OFFICIAL STRATEGY GUIDI 


| 


At the top, Mynce opens a door and crosses 
to the other tower. Follow her. When you 
reach the top of the other tower, there's 
another short conversation. Then you must 
fight her to the death. 


Trigger a Blood Rage and attack Mynce, 
circling her and staying behind her as 
much as possible. You can also use guns if 
you still have them. 


When you've nearly killed Mynce, she tries 
to escape. A movie sequence shows part of 
the tower giving way, and Mynce falls to 
her death. 


NIGHTFALL 


Note: Refer to page 26 for the Map Legend. 


stairs 
Nightfall, 


basement floor 


back on the first floor, near the tower sec- 
tion that broke away. Get inside, then fol- 


| 
| 
When you regain control of Rayne, she’s 
low the corridor to the level exit. | 


DEAD END 


BASEMENT EX e iue Nightfall, 

GENERAL е second floor | 
OFFICER Ф | 
ТО 3RD 


FLOOR 
FROM 
BASEMENT 
WINDOW 
stairs 
ЕЯ 
diner 
Е5 FROM 2ND FLOOR 
' | Nightfall, 
third floor 


OPENS Ud 
WHEN үз 3% 
TARGETS © * * 

ARE KILLED < >, 


stairs 


UNLOCKS a 
GRATE 30 i 


LIEUTENANT 
COLONEL 


Kill two targets on this level. They may be killed in any order. 
You begin on the first floor; note that this is different from the basement floor. 


‘ 
| ағ! 2 — e —— —————— 
x | 

[ur „и 


voro 76,4 


| 

This level is thick with vam- | 
| pires and giant bats. You must | 
fight your way through. | 


In the basement, locate another stairwell 
leading back up. Take it. 


| 
| 
You start on the first floor. Move to a stair- 
case that leads into the basement. 


01 


{ 


ы! л лы 


Jum pes we repa m 
E V UT LPs М = 


d 


“Watch for soldiers along the way, 
| including one with a rocket launcher. 


Descend to the first floor. To do this, throw 


I first floor, but now 
You reappear on the first floor, bu another switch to open a second grate. 


you're outside. To your right, one of your 
(wo targets has sealed himself inside a 
nearly impregnable room. 


At the spot labeled "Lieutenant Colonel," 
a movie shows Lieutenant Colonel Hans 
Eldrich—the same officer who was 

taken by a vampire in Old Gaustadt— 
getting killed. 


Now you're in the room labeled "General 
Officer." Your target, General Officer e 
Reichard, is in here too. Kill him. 


Jump onto the ledge above the stairs you just 
ascended. Break the window up there and 
get inside. You're now on the second floor. 


Now that both targets are dead. soldiers 
open the door that leads to the level exit. 
| They start an air raid siren. Travel back 

Head back outside. You must backtrack to across the chasm and take the level exit. 
the third floor, then to the second floor 


and out the window, 


Take the stairs to the third floor. 


~The jump back across the 

. chasm can be tricky. Jump 
and climb up the tower onto a 
tall buttress that extends 
toward the main level. It's the 
only point high enough to 
ensure an easy leap. 


Go to the lever labeled “Unlocks Grate.” Outside, 50 Over to the spot labeled 
Throw it, and a floor grate opens. "Lieutenant Colonel." You need to jump 


across a chasm to reach the spot, which is 


primagames.com behind a tower. 


| 
[| 
| 


| 


COURTYARD 


This is it—the culmination of Rayne's mission against the GGG. All the 
skills you learned in previous levels are necessary here. 

Read the walkthroughs carefully—and as always, take your time. 
Don't be surprised if you have to start over a few times. These pages will 
help prepare you, but there's no substitute for in-game experience. 


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uet. WAT, C pers VP ruo. де, 
ume e M Dre iur. vo Map Legend. 


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Courtyard, SRD 

fourth floor FLOOR 


FIRST 
LIEUTENANT 


ТО Courtyard, third floor 
B EVER 


stairs * Mie This level spans four floors, but don't be intimidated. The 
wer р first (ground) floor is the biggest, while the others are quite 93 
small. You start on the first floor. 


On the third floor, battle to another 
Proceed to the northern edge of the court- stairwell. Take it to the fourth floor. 


yard; kill a big group of vampires there, 
then jump onto the ragged fringe of the 
second floor 


Jump out through the window just north 
of the starting point. You're now ina big 
courtyard with searchlights panning 
across it. 


— —Á—— MN = 


Note 


Before proceeding to the next 
step, jump onto the nearby 
third-floor rooftops and kill the 
soldiers up there. They'll con- 


tinue to snipe at you if you don't First Lieutenant Armo Samso is on the 
deal with them now. fourth floor. Kill him and his guards. 


A Lapi 
HELME 


pM 


Look for a second-floor bridge to your left: ES TT. 
there's a soldier with a rocket launcher up м. 4 
there. Jump up and kill him. 


“Stay out of the spotlights until 
you've killed most of the 


soldiers. | | Go to the second floor, then return to the 
There's a door on the second floor. Break courtyard (using the same broken door 
| it with a rebound kick, and get inside the you entered). As you get outside, an air 
castle. raid starts. 


Grab guns from the big room at the south- 
ern end of the bridge, then return to the 


| Inside, fight to the stairwell and head to Travel to the southwest corner of the map. 
courtyard area. | ОЖ: 
d aloes the third floor. г Note that the air raid knocked a hole in 
| 
| | the wall on the second level. 


84  primagames.com 


Jump onto the second floor in the map's 

southwest corner. Then leap through the 
recently made hole, into a room contain- 
ing the stairwell to the level exit. Run up 
the stairs to the fourth floor. 


Jump out of the open fourth-floor window 
into the darkness. The level is complete. 


THE WINDMILL 


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You begin оп a catwalk 
above the windmill's 
upper floor. 

The lower floor is 
inaccessible until you 
break all the supports on 
the upper floor. 


UPPER 


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ja 


=e eee e” А 


—— N 


UNLOCKED BY 
WINDMILLS 
DESTRUCTION 


Note: Refer to page 26 for the Map Legend. 


As the level starts, Rayne faces three 
Hedrox. When the conversation's done, 
you regain control of Rayne. 


| 


Note 


Hedrox is an ancient, powerful 
vampire that can (and does) 
replicate itself a seemingly infi- 
nite number of times. If it loses 
a limb, it not only regenerates 
the limb, but the severed limb 
grows a whole new Hedrox. 


Immediately switch to Dilated Perception. 
Destroy the six wooden supports that hold 
up the upper floor's ceiling. 


Note 


Don't fight Hedrox at all. Just 
destroy the supports. 


Stand behind the supports while you 
destroy them. This keeps Hedrox away 
from you. 


85 


86 


When all six supports are gone, the upper 
floor collapses. Drop to the lower floor 
and break the six supports there, using the 
same method. 


Hedrox will break supports if they lunge 
into them. Therefore, if you get behind the 
supports, Hedrox will do part of your job 
for you. 


THE BRIDGE 


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This is a short but surprisingly tough 
level. Use Dilated Perception to make 
the rough spots easier. 


You start beside the ruined windmill. Watch 
the soldier blow himself up; this lets you 
know there are landmines in the area. Then 
Ж, # carefully go behind the windmill and grab 
Ge s ^. guns from the weapons cache. 


D 


TN 


С 


primagames.com 


When all six lower supports are gone, the 
lower floor collapses as well. All but one of 
the Hedrox is killed, and the last one flees. 
Go through the hole Hedrox smashed in 
the wall to end the level. 


Get the Panzerfaust. 


| | Kf you didn't kill the rocket 
| | soldiers in the earlier steps, you 
| _ can still make it. Always jump 
| . from one obstacle to the next | 
.  éfterthe soldiers fire their | 
| rockets—not before. Then, 
| when you're close enough, get 
| in amongst them and kill them. 


Return to your starting spot. From here, Equip the Panzerfaust, switch to Dilated 
jump from structure to structure along the | Perception, approach the window facing the 
path drawn on the map, toward the point rocket soldiers, and fire at them. (Extruded 
labeled “Safe Spot.” View helps your aim.) Get away from the 
window immediately after firing. 


ж 


Дерев ne ee | 
- " =?” M та AA | 
v "gn amm 


| GGG troopers on the tower | ben рд | 

| shoot at you, as do soldiers at — | K your aim is good, you'll kill most — 

| the spot labeled “Rocket | _ of the soldiers down there, mak- - 

| Soldiers." Keep moving or you'll | | ing the next few steps easier. 

| бе hit by иша: 8 | | Don't linger in the window, or Kill any remaining stragglers at the spot 


ЕЕ т | you'll get hit by a rocket in return. | 


labeled “Rocket Soldiers,” and grab a 
Panzershrek from the ground—preferably, 
one with two rockets left. Equip it. 


| Exit the tower and kill the GGG troopers 

_ on the outer edge. Stay away from the 
rocket soldiers if you didn’t kill them in Move up the ramp toward the spot labeled 
the last step. “Mobile Armor.” When you get to the top 


third of the ramp, switch to Dilated 
Perception and slow your ascent. 


Don't stop, even to kill the GGG troopers. 
When you reach the ruined tower labeled 
“Safe Spot,” loop around and go inside the 
tower. Kill another GGG trooper in here. 


| You're safe from the rocket 
| soldiers in here—unless you 
| stand right in front of the 


Take the path drawn on the map that 


. window facing them. 

| : leads to “Rocket Soldiers." It involves 
jumping to a smaller tower, from that A Mobile Armor appears at the top of the 
tower to a vehicle, and from the vehicle to | '@™P and starts moving toward you. Start 
an angled bit of cliff near the soldiers. moving backward, down the ramp. 


8/ 


B | DRAYNE.J PRIMA'S OFFICIAL STRATEGY GUIDI 


L yo —Ó M ON RUNE S 
ee 


If the Mobile Armor is quite 
| close, move to the side before 
firing. This prevents the Mobile 
Armor from getting a bead on 
you before you're ready to fire. 
Also, there may be an extra 
Panzershrek, so if you miss, 
grab it and try again. 


Jetpack Troopers descend and blow up 
parts of the bridge in front of you. Keep 
running and jump over the holes. Jump 
immediately if you see a falling grenade 
anywhere nearby. 


Switch to Extruded View to line up your — | 
shot. Fire the Panzershrek, then switch | 
back to Dilated Perception. Repeat this 
process for a second shot. 


Note pes ^ 
| 
| 
| 
| 


—— ———— ——— — — —— - 


Aim low because the Mobile 
Armor is constantly moving 
down the ramp. Aiming too high 
results in the rocket whizzing 
over the Mobile Armor's head. 


When the Mobile Armor is destroyed, go 
all the way to the top of the ramp. Kill an 
assortment of soldiers here, and feed back 
to full health. 


As you near the end of the bridge, you see 
Major General D. Traugott, along with sev- 
eral soldiers. Shoot before you reach the 
end of the bridge, concentrating on the 
Major General. 


Note 


Or trigger a Blood Rage when 
you reach solid ground. 


When you're out of rockets, run backward, 
keeping the Mobile Armor in sight. If it 
fires a rocket, jump to avoid it. 


Start crossing the bridge. Jurgen Wulf 
appears behind you. A cutscene shows 
him running past you with super speed, 
setting the bridge on fire. | 


а T = ла Е 7-а E А = эт 


EG Loon ДЫ 
7 X 


Grab another Panzershrek at the bottom | 
and equip it. Again, switch from Dilated — | 
Perception to Extruded View and fire. The 


As soon as the Major General falls, run 
through the exit door behind him. 


Mobile Armor is destroyed after the third Кип toward the end of the bridge when — | Optionally, stick around and clean up the 
direct hit. _ you regain control of Rayne. After another | ground soldiers, then the Jetpack 
cutscene, switch to Dilated Perception. Troopers. 


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You begin іп а hall that forms the outer When you enter the actual arena, you're 
ring of an arena. Run through the hall, confronted by the twins, Sigmund and 
feeding on soldiers to build Rayne's Simon Krieger. After a cutscene, the 
health. battle begins. 


4 x. E 


— А.А - 


HT > ГҮ 


A 
Е 


STEEL 
GATE Note: Refer to 


Ж page 26 for the 
zx Map Legend. 
Doppelganger, 


second floor 


“te КЕ. 


This level pits you against the Doppelganger Brothers. Once 
again, Dilated Perception is the key to victory. 
You start on the first floor. 


| The twins like to hide behind pillars (each 
. behind his own pillar) and throw blades that 
.. bounce off the walls, hitting Rayne indirectly. 


[| Е.) , 


Pick one twin and chase him around the 


pillar with Dilated Perception. Fire guns 
when you have a clean shot. Stay behind 
< him and slash if he's close; trigger a Blood 
Rage if you can. 


89 


When you hit one twin, the 
| other twin is damaged. 


Keep fighting the same twin, even after 
another brief cutscene. The cloak and hat 
get torn off the one you're fighting, so it's 
easy to see which one you need to keep 
pounding on. 


When Wulf takes off, Rayne can smash 
the gate with multiple rebound kicks 
and proceed to the level exit. 


twins' blades, but not enough to 


worry about. In a cutscene, Rayne climbs to the second 


level. It turns out that Mynce threw down 
the ladder. She survived the fall in 
Teachers and Traitors, and it turns out 
that she's a double agent. 


! 
| ———————— 


———»———— 
‘ 


A ladder is thrown from above; walk to it. 
| 
| 


When you ve dealt lethal damage to one of 
the twins, the other dies. Thistriggersa — 
cutscene in which the unhurt twin | 
dies as well. 


Follow Mynce when prompted. A gate 
slams shut. In another cutscene, Jurgen 
Wulf shows up and kills Mynce behind the 
gate. You regain control of Rayne while 
Wulf is still around, but you cannot dam- | 
age the gate yet. Just wait and listen. EY 


primagames.com BE 


OF WULFS AND DEMONS 


s BELMAR 


Note: Refer to page 26 
for the Map Legend. 


Z JURGEN WULF 


 —' TO2ND FLOOR 


Of Wulfs and 
Demons, first floor 


ч 
рә, 1 EF 


* THESE WEAPONS ARE ON A TIER ON THE COLUMN 


TO FIRST 
FLOOR 


Of Wulfs and 
Demons, second 
floor 


Proceed to the hexagonal arena. When 
Rayne arrives, Hedrox and Jurgen Wulf are 
there. Watch a cutscene in which Hedrox 
is transformed into Beliar. 


v F 
M / / Ww — 
A UP. J x Ф: 2: 
MU / улат FERS sax 
i а C4 E 
jum SAP СА д 


This is the final showdown. It's conceptually 
simple—but very difficult to complete. Read 
this walkthrough thoroughly and learn 
everything you need to succeed. Only then 
should you try the level. 

You start on the first floor. 


[Элем 


The entry hall contains a number of com- | When you regain control of Rayne, you 
mon soldiers. Kill them—but more impor- | Confront two enemies, Beliar and Jurgen 
tantly, feed on them. Rayne needs tobe at | Wulf. Kill both to zm Killing them is 
full health for the final showdown. much harder than it sounds. 


3] 


92 


RAYNE:) PRIMA'S OFFICIAL STRATEGY GUIDE 


j 
нь \ KENN 


If Beliar grows 11 times, the game 


[HT | я 
Ii I ends in a loss. 


TU ЕЧ 
AKEINA 
The arena consists of two floors, connected 
by a stairwell. 


Jurgen Wulf has the following abilities: | 


.* Не sometimes moves at “normal” 
.. speeds, but when he wants to get 
somewhere fast he can run at super 
speeds—much faster than Rayne. 


Beliar's attack is to extend a huge 
spike at you. Avoid this attack. It gets 
harder and harder to avoid as he 
becomes bigger. 


* Не usually attacks with guns. 
Sometimes he slashes with his fiery 
hands or breathes fire (courtesy of 
Beliar's teeth). 


* Hiding behind columns will not save you 
from the spike attack. Keep moving—or 
kill him before he gets too big and 
aggressive. 


+ Gunfire and normal blade attacks do 
not hurt him. They do, however, slow 


* Beliar'sonly weak spot is his heart. 

| 
him down and cause him to flinch. 

| 


Attack the heart to deal damage. 
Extruded View can be useful for 
aiming rockets at it. 


The arena contains lots of weapons. 
Some of the best ones are lying on various 
tiers of the lower floor's support columns. 
Jump onto the flat parts of the columns to 
grab the weapons. 

These weapons are marked with aster- |, 
isks on the first floor map. 


Shooting him is very useful. 


Stay behind Jurgen; he can't respond 
to your attacks if you aren't in front 
of him. 


* The heart is almost impossible to hit 
with bullet weapons unless Beliar is 
facing you squarely. Otherwise, the 


Blood Rage attacks are the only way to ribcage protects it. 


hurt him. + Rayne aims for the heart if Beliar is 


facing directly toward her and she's 
out of his reach. Any farther away, or 
slightly off center, and the ribcage gets 
in the way. 


+ Не uses a variety of weapons; there's 
no way to tell what he'll use next. Keep 
track of him because you never know 
when he'll pull out a rocket launcher. 


* Rockets don't need to hit the heart: the 


* When he drops weapons (and he peri- 
large explosions deal splash damage. 


odically does), they always have full 
ammo. Jurgen is a good source of 
weapons. 


* Guns are the only effective way of 
killing Beliar, as you can't afford to get 
close enough to slash him. 


The second floor seems safest, but you 
need to spend most of your time on the | 
lower floor. That's where you get your | 
best shots at Beliar. | 

| 


THE OPPONEN 
Here's a look at the important characteristics 
of both enemies. 


| $ 
E [1 y * £ 
є 5 2 0 N ` B 


Beliar has the following characteristics: 


+ Не starts out small, but grows in size. 
Your controller vibrates to let you 
know when this is happening. 


Your overall strategy is to kill Beliar first, 
and worry about Jurgen later. 

The reason is that Wulf drops guns. 
Without these guns, you will run out of 
ammo and have no way to kill Beliar. 


* Beliar emits flames and is invulnerable 
when he's in the process of growing. 


* After growing a couple of times, Beliar 
can no longer fit into the stairwell; he's 
stuck downstairs. But he never really 
goes upstairs anyway. 


primagames.com 


Note 


An alternate strategy is to 
destroy Wulf after you've 
knocked Beliar down to about 
20 percent health. Be sure you 
have a fair amount of weaponry 
left if you choose this route. 
However, for the purposes of 
this walkthrough, assume that 
you'll kill Beliar first. 


Stick to the lower level in the early stages, 
and make heavy use of Dilated Perception 
to keep things slow and manageable. 

Wulf and Beliar fight each other a lit- 
tle; otherwise, Wulf runs around a lot and 
attacks you periodically. Keep tabs on his 
location by occasionally glancing at his 
blue dot on the radar ring. 


Fire your special weapon (Panzershrek, | 


Panzerfaust) at Beliar. Before doing this, 
quickly switch to Extruded View to aim 
carefully at his heart. Then switch back to 
Dilated Perception. 

When you've used up one special 
weapon, grab another and immediately use 


it. Reler to the map for weapon locations. 
You want the rocket launchers (panzers) and 
grenade launchers most of all. 

Also, throw grenades at Beliar. If 
you're good at timing it, you can “cook” 
erenades by holding them awhile before 
throwing them at his heart. If you're more 
cautious, just throw them at his feet. 


Note 


Obviously, you must be careful 
not to hold the grenades too 
long. 


Wulf periodically fires at you. When this 
happens, start moving and return a little 
fire. Don't get caught up in a big fight with 
him; just shoot him and cross the room. 
Then concentrate on Beliar again. 


^ 


Ваа а NIB mm 1 


The Granatewurf grenade launcher 
(located on a pillar on the first floor) is 
very useful. You get 10 shots with that 
thing, so make them count. Stand at 
midrange from Beliar and fire grenades at 
the ground near his feet. Beliar tends to 


. walk toward you, so use that to your 


advantage. Position yourself so you'll 
draw him over the grenades. 

Wulf is a wild card. He may deal 
respectable damage to Beliar, or he may just 
concentrate on you. Watch for guns that he 
drops; if you re lucky, he'll drop rocket 
launchers and grenades. Brush him off by 
shooting him a little and getting away; 
spend as little time on him as possible. 


^ * Є- 
- ^.» 


кыты) И Fr ad Pra] ШЕ 
“Weapon Mode: Special 


i ta 


a 


When you run out of heavy-hitting 
explosive weapons, you need to use 
regular guns. 

To be effective with regular guns, 
Rayne should be very close to Beliar 
(almost close enough that he can attack), 
and Beliar needs to be facing directly 
toward Rayne. When that happens, Rayne 
automatically aims for his heart. You don't 
need to aim manually. 


Note 


Rayne aims for the heart auto- 
matically, but only when Beliar is 
nearby and facing directly 
toward her. Firing from longer 
range, or when Beliar isn't facing 
directly toward her, is useless. 


Note 


Stay in Dilated Perception 
while you do this. Don't use 
Extruded View; that's only use- 
ful for aiming rockets at Beliar. 


Slowly retreat while firing, keeping just 
out of Beliar's range. When Beliar gets 
close, cross the arena and start firing 
again from the other side. 

As Beliar grows bigger and bigger, it 
gets harder and harder to aim from the 
lower floor. Eventually, Rayne physically 


. can't aim high enough. When that hap- 


pens, move to the second floor for good. 
Then fight by getting Beliar to face you, 
jumping off the ledge, and firing at the 
heart as you drop down. 


93 


94 


Kill Beliar before his head clears 
| the second floor. If you're forced 
to the second floor, and Beliar's 
not very close to dead, you prob- 
ably won't win. Start over and try 

to deal damage faster. 


A movie plays when Beliar is finally dead. 
Then you return to the game, and it's time 
to go after Wulf. 


If you have a Blood Rage, hide behind 
a pillar or obstacle and watch him. When 
he starts running toward you, trigger the 
Blood Rage, then pop out, freeze him with 
a couple of shots from a bullet weapon, 
and start hacking. 


ò ro 
a aaae E aaa ана — 


TRA uet 


. Triggering the Blood Rage when 

. you're already next to Wulf is a 

_ bad idea. He'll escape while you're 

| powering up the Blood Rage. | 


If he starts to escape, shoot him to 
slow him down, then catch up and deal 
more damage. 


primagames.com 


———— 


OFFICIAL STRATEGY GUIDE 


If he gets too far away, cancel your 
Blood Rage and save it for later so you 


. don't have to start over with a completely 


empty Bloodlust meter. 
When your Blood Rage is over, build up 


. your Bloodlust meter. Hide behind another 


obstacle, wait until Wulf gets close, enter 
Dilated Perception (if you haven't already), 
then pop out and shoot him to freeze him in 
place (and prevent him from firing). Shoot 
until you're within striking distance, then 
hack at him until he runs. 


| Circle Wulf so he can't get іп а 
. shot or use his fiery breath. 
| Never let him face you. 


Now get behind an obstacle and repeat 
the process until your Bloodlust is high 
enough to trigger another Blood Rage. 

It's slow going, but if you use this for- 
mula and don't get greedy, it's also safe. 
Use Dilated Perception as much as neces- 
sary; it allows you to avoid most damage. 


{ I WE Ba 
QUON A | 


This is an extremely tough fight. You now 
have a winning strategy, but it by no 
means guarantees success. You'll have to 
start over several times before you get the 
hang of it. 

Keep at it and you'll emerge victorious. 
Remember, a little luck is involved. Jurgen 
Wulf is a wild card, and sometimes he'll 
help you more than others. 

When you win, sit back and watch the 
endgame cutscene—and congratulate 
yourself on a job well done. Even with the 
benefit of this walkthrough, this last battle 
is a serious challenge of your skills. 


ICHEAT 
CODES 


- Cheating is naughty. 


There. Now that that's out of the way, 
here's a list of cheat codes. To use these 
codes, go to the “Cheat” option on the 
pause menu. You'll find a list of words, 
which you may combine to form phrases. 
The following phrases yield the following 
results: 


TRI ASSASSIN DON'T DIE: God mode— 
makes Rayne invulnerable to weapons and 
enemy attacks. She can still fall into bottom- 
less pits or be smashed flat, however. 


NAKED NASTY DISHWASHER DANCE: 
Produces a "time factor" adjustment, 
which you can use to greatly speed up or 
slow down the game. It goes from 0.1 
(ridiculously slow) to 1.0 (normal game 
speed) to 4.0 (ridiculously fast). 


LAME YANKEE DON'T FEED: Select this at 
any time to restore Rayne to full health. 


DON'T FART ON OSCAR: Enemy freeze— 
when “Frozen” is selected, all enemies just 
stand around and do not attack. 


ANGRY XXX INSANE HOOKER: Fills up 
Rayne's Bloodlust meter automatically 
each time it's selected. 


SHOW ME MY WEAPONS: The weapons 
that Rayne isn't actually wielding appear on 
her back and in holsters at her sides. 


JUGGY DANCE SQUAD: Rayne becomes 
extremely well endowed. 


INSANE GIBS MODE GOOD: Gratuitous 
dismemberment—when this is enabled, 
Rayne's attacks hack off limbs much 
more easily. 


In addition to these cheats, you can create a number of phrases that elicit text 


responses from the game. 


Here's a list of phrases that get responses, in no particular order. It's up to you to find 


out exactly what the responses are. 


TERMINAL VELOCITY 
PSYCHIC ASSASSIN 
SCARLET CRANE 

DIE TRI 

DIE MAJESCO 

| WORK FOR TRI 

| WORK FOR MAJESCO 
EAT DUCK 

EAT HOOKER 

| AM ANGRY 

| AM ASSASSIN 

| AM TRI 

| AM MAJESCO 

COOL TRI 

COOL MAJESCO 

FART GOOD 

NAKED MONSTER 

NAKED HOOKER 

DANCE JUGGY DANCE 

MY NASTY NAKED MONKEY 
| HIDE SPAM 

| WAS TRI 

| WAS MAJESCO 

HOOKER STAIN 

| EAT SPAM 

I AM JIMMY 

| AM ADAM 

MAN SHOW 

DANCE WITH SATAN 
SPAM SPAM SPAM SPAM 
ADAM LAID EVE 

LOTS OF ASS IN NOVEMBER 
WHISKEY IS MY GOD 
YANK MY ALPHA BANANA 
DELTA FOXTROT ECHO TANGO 
| SO LATE TAINTED LAMA 
MY HOOKER UNIFORM 
GOD IS GOOD 

| CHEAT 


FOXTROT UNIFORM CHARLEY KILO 


IS JIMMY INSANE 


NASTY SATAN EAT HOOKER 
EAT THIS PURPLE BANANA 

| LAID MY MONKEY 

| LAID MY DISHWASHER 

MY JIMMY IS UP 

SHOW MY NAKED MONSTER 
GOOD GOD HELP ME 

SATAN TOLD THIS JOKE 
REALITY IS THE CONUNDRUM 
| AM INSANE 

NO CHEAT ACTIVE 

YOUR FART IS DASTARDLY 
XXX 

DON'T CHEAT 

NAKED NASTY MONSTER 
RAID 

GOD HELP ME 

I CAN DIE 

DOG EAT DOG 

EAT ME 

THIS IS REALITY 

PICK UP HOOKER 
WEAPONS ON 

I AM NAKED 

| AM GOD 

LOTS OF HOOKERS 

| EAT SPAM 

ACTIVE 

ACTIVE ACTIVE ACTIVE ACTIVE 
THE MATRIX 

YOUR HOOKER IS NASTY 
TERMINAL STAIN 

INSANE LAMA UVULA ENIGMA 
ALBATROSS 

SATAN RULES 

DON'T DIE 

HIDE THE GIBS 

HOTEL HOOKER HUT 
NAKED NASTY MAN 
BANANA FOR THE MONEY 


WHISKEY ALPHA DELTA FOXTROT 
EAT YOUR NASTY FART 

| HUNT FOR SPAM 

SHOW ME YOUR NASTY 
PASS JIMMY THE JOINT 
STAIN MY UNIFORM 

HIDE THE HOOKER 
JIMMY RULES 

MY KILO IS LATE 

MY UVULA IS PURPLE 
TERMINAL REALITY IS LAME 
DANCE THE TANGO 

THE RULES ARE OBSOLETE 
QUEBEC IS COOL 

FEED ROMEO THE DOG 
COOL IGLOO FOR ME 
DASTARDLY FART QUEEN 
PAPA DON'T PREACHER 
YOUR GOD IS COOL 
SHOW ME YOUR MONKEY 
REALITY IS TERMINAL 
HIDE WHISKEY AT WORK 
MY DOG IS PSYCHIC 

DIE FART DIE 

THE HOOKER IS ANGRY 
SATAN CAN DANCE 

MY LAZY BANANA 
ANGRY INSANE DUCK 
JUGGY SHOW IS KILLER 
PICK MY MONKEY 

GOD MODE 

FEED ON ME 

TAKE MY WEAPONS 


95 


Sig ANM ы 
Ый Apu sup 
é 
d 
^ F FROM MECH 
t TO JET 
"This is one terrific game ^ SON 7 With the last of your outer 
and it shouldn't be missed." y * CS defenses breached and the 
-GameNow uu sgt enemy moving ever closer, 
F^ only one hope remains. 
| | Project Gun Metal... 
а : 2 show no mercy! 


Transform - Target - Terminate 


C NINTENDO 


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coming Holiday 2002 


Coming 
Early 2003 


-.. Black | bruised and beaten 

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— 18 personalities let loose in is to stay on the track and come in first. Features the 
an over- -the- -top arcade style exclusive Track Editor where you build your own 


E lugfest! _ — track then race on it. 


PRODUCTS RAN — iom. 
EVE ERYONE :o TEEN 


Ена Ф. PlayStation.e oe | PlayStation. 


©2002 Majesco Sales, inc. A! Rights Reservod. Licensed 0 and published by Majesco Sales, Inc. Hudson Software ©2002 Hudson Soft, Bomberman and Hudson 502 are аго rogisterod iradomnerks of Hudson Company Lid. ©2002 Hudson Company | Lid. Licensed to and published by 
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Microsoft, Xbox and the Xbox Logos are either registered kadomarks or trademarks of Microsoft Corporation in the U.S. and or in other countries and are used under оспо from Microsoft TM. ® and the Nintendo GerneCube logo are trademarks of Nintendo. ©2001 Nintendo. "PlayStation" and 
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U.S. $14.99 Can. $21.95 U.K. £12.99 Games/Action 
Platforms: PC, Nintendo GameCube”, Xbox”, 


PlayStation®2 computer entertainment system 


ink Your Teeth Into 


BloodRayne 


Statistics and tips for 
all weapons 


Tactics for defeating 
every enemy 


Walkthroughs and maps 
for every creepy, 
creature-filled locale 


Combat strategies, cheats, 
and special tips to maximize 
your killing effectiveness 


Tips for using BloodRayne’s 
special abilities, such as 
Dilated Perception and 
Blood Rage 


Extensive overview of 
all enemies, both natural 
and supernatural 


Covers PC, Nintendo 
GameCube , Xbox , and 
PlayStation 2 computer 
entertainment system! 

(02002 Terminal Reality. Developed by Terminal Reality. 


Licensed to and published by Majesco Sales, Inc. 
©2002 Majesco Sales, Inc. All Rights Reserved. 


ISBN 0-?b15-u0u?-u 


Joe Grant Bell 


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The Prima Games logo is a registered trademark of Random House, Inc., 
74 А registered іп the United States and other countries. Primagames.com is а 
registered trademark of Random House, Inc., registered in the United States. 


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